45 lines
2.4 KiB
Markdown
45 lines
2.4 KiB
Markdown
# Rhema Wave Changelog
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## IMPORTANT!
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`9cdef97` - This commit hash is considered the "Great Reset Point".
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Many bugs, issues, and complexities have been discovered, leading to a restructure
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of the project, packaging, deployment and even target machine environment.
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All tags prior to this commit have been deleted. All releases removed, all archived
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packages dropped from the server, and even the server structure has been changed.
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v0.9.0 will represent the "beta" release from this point forward. Until full release, we will
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remain at v0.9.x.
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## [Unreleased]
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### Added
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- TOS screens now display real content from the RWT Welcome Screen document (10 sections)
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- TOS content is stored in the database and seeded from HTML files on disk, making it easy to update without recompiling
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- WiFi setup page now appears automatically before TOS screens if no internet connection is detected
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- Dev script `setup.sh` for syncing assets to /usr/ on development machines
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---
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## [v0.9.22]
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### Added
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- Batched texture rendering path (BeginTextureRendering/RenderTextureBatched/EndTextureRendering) for ScrollerPage
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- Ring buffer (LineDeque) for ScrollerPage line management — O(1) prepend/append/remove
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- In-memory config value cache in db package — eliminates repeated SQLite queries
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- Buffered channel-based logger — single writer goroutine replaces per-log goroutine spawning
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- Cached uniform locations on Shader struct — looked up once at load, reused every frame
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### Changed
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- FontManager now reuses a persistent FBO, VAO, and VBO for string texture rendering instead of creating/deleting per call
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- RenderSolidColorQuad uses cached uniform locations and removes per-frame glGetError calls
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- Welcome page caches init_font_size at Init instead of querying the database every frame
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- ScrollerPage.Destroy uses gl.Flush instead of gl.Finish to avoid blocking CPU on page transitions
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- Scroll offset calculation uses simple subtraction instead of math.Mod with float64 round-trip
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- Application cleanup now properly shuts down the logger goroutine via logger.Close()
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### Removed
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- Removed per-frame CheckGLError calls from RenderSolidColorQuad (caused GPU pipeline stalls) |