Added dll copying to build script for Windows builds.
Added libconfig dependency and moved resource definition to libconfig.
Added a compilation function to asset types.
Added lwe_mkdir, lwe_fsearch, and lwe_path_strip to foundation.
Fixed array index and push bugs in foundation.
Implemented a material compiler (see
src/lwe/assets/material.cc#lwe_material_compile).
Added switchs to boot, use --compile to compile data.
Fixed buffering issues with lwe_log in foundation.
Fixed issue with DXSDK directories.
Added d3dcompiler dependency.
Revamped vertex/pixel shader compilation (no more shader reflection).
Added render target and depth stencil targets.
Swap chains now expose a render target.
Added render commands and command streams (including dispatch).
Fixed material->constants not being NULL.
Updated boot.cc to clear screen to pink.
Refactored render_command_stream to render_stream. No longer sorting by an
associated key.
Added an associated compiler extension (like dae for models).
Implemented model compilation (see src/lwe/assets/model.cc#model_compile).
Fixed model -> material mapping.
Remove memory-resident data or stream data if null during asset compile.
Implemented texture compilation (see
src/lwe/assets/texture#lwe_texture_compile).
Verbosified texture compilation.
Added blend state asset, see src/lwe/assets/blend_state.
Fixed Win32 lwe_mkdir issue (int -> bool conversion).
Fixed premake4 build script (assimp and libconfig now link in correctly).
Added depth-stencil state asset, see src/lwe/assets/depth_stencil_state.
Added rasterizer state asset, see src/lwe/assets/rasterizer_state.
Added set_blend_state, set_depth_stencil_state, and set_rasterizer_state
commands.
Fixed bug in static_mesh.vs (forgot w = 1 for points).
Modified a bunch of states for debugging.
Refactored _run out of src/lwe/boot.cc into src/lwe/application.cc.
Vertex shader streams are kept for bytecode (TODO: refactor permutations).
Meshes now have a local transform (to heirarchy).
Replaced vertex declarations with input_layouts (see src/lwe/d3d11_input_layout.cc).
Added constant buffer mapping and unmapping (TODO: extend to index and vertex buffers).
Fixed pixel format bugs for depth-stencil buffers.
Added vec2, vec3, mat3, mat4, and quat math classes.
Added lwe_path_find_basename.
No longer prepending model name for mesh materials (meshes are treated globally now).
Fixed spacing bug with failure and assertion macros.
Added lwe_min, lwe_max, and lwe_clamp.
Removed global constant buffers from lwe_render_device_dispatch.
lwe_viewports can no longer be fractional.
Added simple CSV database generation for compiles (useful for Google Docs).
Fixed lwe_asset_manager_find_by_hash crash (NULL dereference).
Fixed structure alignment issues with shader blobs.
Fixed mipmap issues with texture creation.
Removed invalid pixel swizzle for texture compiler.
Fixed CPUAccessFlags bug with constant buffer (TODO: extend to index and vertex buffer).
Implemented basic unit plane demo to test rendering.
Fixed pixel format stride bugs.
Added lwe_render_stream_draw, lwe_render_stream_set_viewports, and lwe_render_stream_reset.
Fixed lwe/foundation/math bugs.
Added pre-compile and compiled asset paths to compile.db.
Fixed model import.
Fixed pixel format stride calculation for DXT{1,3,5}.
Fixed models/suzanne.dae rotation issue.
Implemented manifest loading, see lwe/src/manifest.cc.
Added time-step policy stuff, see lwe/include/time_step_policy.h.
Added __VA_ARGS__ to lwe_fail() macro.
Added LWE_PLATFORM_STRING define.
Fixed per-application bugs with graphics resolution.