This checkout had no git history at all, so this one commit carries the whole
of the Everwood work as a single import on top of chairmanpow/benilla-octo's
`main` (706cd71). The two trees have genuinely diverged — each has files the
other does not — so this is a fork point, not a catch-up.
Today's work, which is the reason a baseline exists at all:
- Booth previews no longer cast world shadows (`NO_BOOTH_SHADOW`). Portrait
characters were entering the sun's shadow cascades, so every skinned-rig
shadow specialization compiled live mid-frame; the hitch detector logged
"main thread blocked 1316 ms" beside a `compiled LIVE` warning. This was
the Fashion/Tmog stutter.
- Per-pane dress-up: each `DressUpModel` pane assembles and stages its own
tried-on look instead of every pane mirroring the live player.
- Item template cache is append-only JSONL written on the IO pool, replacing
an 11.6 MB whole-map JSON rewrite on the main thread every 10 s.
- `WOW_SYSTEM_TIMING` rebuilt per-thread: it took 2 mutexes per system enter
and 4 per exit, costing 15 ms a frame (590 fps -> 60) and corrupting the
measurements it was taken to produce.
- The visibility-churn sweep moved to its own `WOW_FLASH_CHURN` switch, so a
frame-cost reading no longer pays 2.7 ms a frame for it.
Local state (`benilla-config/`, `logs/`, `target/`) is excluded by the
existing .gitignore; the account credential it holds is not in this commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
49 lines
2.2 KiB
TOML
49 lines
2.2 KiB
TOML
[package]
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name = "benilla-world"
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version.workspace = true
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edition.workspace = true
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license.workspace = true
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description = "The world renderer: terrain, water, sky, weather, models, lighting, collision and the frame ladder; everything needed to put something in a world and ask the world about itself, with no game attached"
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[lints]
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workspace = true
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[features]
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# The dev/player seam, on by default. `benilla-assets` and `-formats` come in without default
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# features and their `dev` is forwarded here, or unification would put it back in a player build.
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default = ["dev"]
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# `bevy/debug` names systems and parameters in ECS diagnostics (else "Enable the debug feature to
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# see the name"); set here so `benilla-worldview`, which reports those names, gets it too.
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# `bevy/trace` wraps every system in a `tracing` span, which `sys_timing`'s `WOW_SYSTEM_TIMING`
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# layer times; it is span creation only (no Tracy), and the player build drops it with `dev`.
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dev = ["benilla-formats/dev", "benilla-assets/dev", "bevy/debug", "bevy/trace"]
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[dependencies]
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avian3d = "0.6"
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benilla-assets = { path = "../benilla-assets", default-features = false }
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benilla-formats = { path = "../benilla-formats", default-features = false }
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# No `benilla-protocol`: the engine renders a world and does not speak the protocol.
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# For the portal audit, which re-parses a WMO group to check its decode against the file.
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benilla-wmo = { path = "../benilla-wmo" }
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bevy.workspace = true
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bytemuck = { version = "1", features = ["derive"] }
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image = { version = "0.25", default-features = false, features = ["png"] }
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# macOS AppKit calls, at `benilla-app`'s pins so the graph has one objc2.
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[target.'cfg(target_os = "macos")'.dependencies]
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objc2-app-kit = { version = "0.2", features = [
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# `bgwin`'s Accessory demotion and window ordering, and `modkeys`' modifier read.
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"NSApplication",
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"NSEvent",
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# `mac_quit` walks the default menu bar to re-point the Quit item.
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"NSMenu",
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"NSMenuItem",
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"NSResponder",
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"NSRunningApplication",
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"NSWindow",
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] }
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# `MainThreadMarker`, for the AppKit calls above.
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objc2-foundation = "0.2"
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# `sel!`, for the two selectors `mac_quit` swaps; the objc2 that objc2-app-kit 0.2 builds against.
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objc2 = "0.5"
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