Removed core engine infrastructure from warfactoryracine:
- Core interfaces: IEngine, IModule, IModuleSystem, IIO, ITaskScheduler, ICoordinationModule
- Configuration system: IDataTree, IDataNode, DataTreeFactory
- UI system: IUI, IUI_Enums, ImGuiUI (header + implementation)
- Resource management: Resource, ResourceRegistry, SerializationRegistry
- Serialization: ASerializable, ISerializable
- World generation: IWorldGenerationStep (replaced by IWorldGenerationPhase)
These components now live in the GroveEngine repository and are included
via CMake add_subdirectory(../GroveEngine) for reusability across projects.
warfactoryracine remains focused on game-specific logic and content.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Create modular IDataNode interface with tree navigation, pattern matching, and typed access
- Implement IDataTree container with manual hot-reload capabilities
- Add DataTreeFactory for flexible data source management
- Support hierarchical data with per-node blobs and children
- Enable pattern matching search (*wildcards) across entire subtrees
- Provide type-safe property access (getString, getInt, getBool, getDouble)
- Include hash system for validation and synchronization (getDataHash, getTreeHash)
- Add property-based queries with lambda predicates for gameplay data filtering
- Fix window positioning system to eliminate UI overlaps
- Enforce explicit type declarations (ban auto keyword) in CLAUDE.md coding standards
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>