fix: alot of stuff changed. Mostly bugfixxes / architechture changes
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@@ -77,15 +77,25 @@ cmake -S . -B build
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Build everything:
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```bash
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cmake --build build
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cmake --build build --config Release
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```
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Run the first-party regression tests:
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```bash
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ctest --test-dir build -C Release --output-on-failure
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```
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Run the demo executable:
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```bash
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./build/lightkeeper/lightkeeper
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./build/lightkeeper/Release/lightkeeper.exe
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```
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For single-configuration generators, use the executable path produced by that
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generator instead. Runtime assets are placed beside the executable in both
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layouts.
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## Asset cooking
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Assets are cooked automatically as part of the build through the `TheChef` tool.
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@@ -95,9 +105,17 @@ You can also run the top-level custom targets manually:
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```bash
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cmake --build build --target CookAssets
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cmake --build build --target CleanupAssets
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cmake --build build --target ValidateShaders
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```
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`CookAssets` processes both engine and game assets. `CleanupAssets` removes generated runtime asset output.
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`ValidateShaders` runs `spirv-val` over the cooked engine shaders when the Vulkan SDK provides it.
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Install the application, engine library, public headers, and runtime assets:
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```bash
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cmake --install build --config Release
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```
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## Demo app
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