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3h 26m 32s logged

mostly windows fixes

changes

  • SetLightmap took a raw Lightmap* and just held onto it for the frame swapped it for a small value type the renderer copies out immediately instead… this sometimes caused crashes but seemingly only on windows?.. just my luck..
  • LightingSystem had the same issue, was writing back into ECS memory through a raw pointer from a GL init task. now creates the framebuffer/vao up front and just calls Invalidate() on them
  • SubmitPersistent was also holding a raw pointer into caller-owned memory, now copies into the staging buffer like everything else does
  • RenderBatch used to just silently not draw anything if a batch went over MAX_INSTANCES. now it chunks into multiple draw calls instead of dropping the whole thing
  • InvalidateGLCache wasn’t resetting the dynamic instance buffers, only the VAO cache, so they could point at dead GL objects after a context loss

actual windows fixes

  • opening files tries to open via already existing file associationg, otherwise falls back to the “open with” dialog if there’s no default handler
  • also the paths get normalized to backslashes now
  • asset import for scripts and so just does a file copy now instead of going through the old import path
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