MCRF_SIG return types are sometimes English rather than a type expression
(e.g. 'context manager'). Emitting them verbatim produced a stubs/mcrfpy.pyi
that could not be parsed at all, which is what tests/unit/test_stubs.py was
written to catch -- but that test had rotted and was exiting 0 without running.
Return annotations that are not valid Python expressions now fall back to Any.
Refs #372
step() advanced animations and timers only. It never called updatePythonScenes(),
which lives solely in doFrame() -- so headless Scene.update(dt) overrides never
fired. That was the filed bug, but it was one of twelve omissions: the C++ scene
update never ran, scene transitions never progressed or COMPLETED, and
current_frame never advanced. Headless behaved measurably differently from a real
frame, and any game with per-frame logic in update() was untestable.
step() is now a full simulation frame: scene update, timers, Python scene update,
animations, transitions (including completion), frame-time metrics, currentFrame++.
Render and input stay out, deliberately -- rendering is orthogonal to the clock and
costs zero simulation time (see renderScene(); a screenshot draws arbitrary state
without time passing). Timers remain on simulation_time: explicit, deterministic
time is the entire point of driving a headless test with step().
This exposed the deeper bug. testTimers() reads simulation_time when headless, and
simulation_time is advanced ONLY by step() -- the doFrame run loop never touched it.
So the headless run loop spun forever on a frozen clock: any headless script that
registered a timer and did not call step() hung until killed. And a script that died
during setup registered no timers, hit the auto-exit-when-no-timers path, exited 0,
and was scored as a PASSING test.
So headless --exec now exits when its scripts finish, nonzero if a script fell off
the end without calling sys.exit(). step() is the clock; the engine cannot advance
time on its own, and pretending otherwise is what produced the hang. A genuinely
long-lived headless process (server, REPL host) opts in with the new --run-forever.
run_tests.py additionally refuses to pass any test whose output contains a
Traceback. Between the two, 82 tests that were being scored green while asserting
nothing are now correctly red; they are repaired in the following commits.
closes#350
mcrfpy.current_scene, .scenes, .timers, .animations, .default_transition,
.default_transition_duration and .save_dir were served by a PEP-562 module
__getattr__. getattr/hasattr worked, but the names were absent from
dir(mcrfpy) -- and all three generators (docs, stubs, api manifest) discover
module symbols via dir(). So the single most common idiom in the engine,
`mcrfpy.current_scene = ...`, appeared in no generated documentation at all,
and had to be hand-authored and hand-verified against a live binary for the
website.
Replace the __getattr__/tp_setattro string-matching with real getset
descriptors on McRFPyModuleType (which was already a custom module type, so
this is a small change) carrying MCRF_PROPERTY docstrings.
Descriptors alone are NOT sufficient, contrary to what the issue proposed:
CPython's module.__dir__ reports only the module __dict__ keys, so type-level
descriptors stay invisible to dir(). Verified empirically, then fixed by
overriding __dir__ on the module type to union the two. This is the part that
actually closes the bug.
The generators then need to read the DESCRIPTOR, not getattr()'s value: at
generation time current_scene is None, which is how a first pass typed it
`current_scene: NoneType`. All three now introspect type(mcrfpy), and
api_delta.py learns a module_attributes section so these can no longer drift
silently. The api-surface snapshot gets its own dynamic-attribute section for
the same reason -- keying it on the value type would make the golden flip
depending on whether a scene happened to be active.
Behavior preserved: read-only attrs still raise AttributeError on assignment,
range/type validation on the writable ones is unchanged, and unknown
attributes still raise AttributeError.
Suite 331/331.
closes#356
Rendered/generated documentation no longer lives in git -- it's regenerated
by a pre-commit hook (tools/hooks/pre-commit, installed via `make
install-hooks`) and shipped inside release artifacts (tools/package.sh) instead.
A compact api/manifest.json (signatures + docstring hashes + carried-forward
lifecycle metadata: since/modified per object and member) is the one exception
and stays committed, refreshed by the same hook, so API changes remain
trackable by commit/tag via `git show <ref>:api/manifest.json` and
`tools/api_delta.py REF1 REF2` without needing a full rebuild at old refs.
- tools/generate_api_manifest.py: engine-side introspection, run headless;
emits api/manifest.json (committed) and docs/generated/api_full.json
(gitignored, full docstrings -- the docs-site generator's data source).
- tools/api_delta.py: stdlib-only diff CLI (md/json/gitea-checklist formats),
with --site-dir to cross-reference affected docs-site pages via their mcrf
frontmatter.
- tools/hooks/pre-commit: incremental build + frozen-docstring gate + doc
regen + manifest refresh, gated on staged src/ changes.
- .gitignore covers the rendered docs/stubs plus personal working-notes docs
(plans, audits, research write-ups) that were never McRogueFace-user-facing.
- docs/api-stability.md and docs/threading-model.md removed: their content is
now the wiki's "API Stability Contract" and "Threading Model" system pages
(ratified 2026-07-02, migration verified 2026-07-11); the repo continues to
enforce them via tests/unit/api_surface_snapshot_test.py.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Add a one-line threading-contract note to the API reference intro (HTML +
Markdown generators) and regenerate all documentation artifacts (HTML,
Markdown, man page, type stubs) to pick up the updated mcrfpy.lock() docstring.
Refs #327
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One-off issue-fetch script with a hardcoded (now-invalidated) token;
not part of the project. Issue queries go through the forgejo MCP
server now.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The issue tracker moved from gamedev.ffwf.net/gitea to
dev.ffwf.net/forgejo. Update all URLs in CLAUDE.md, README.md,
web/index.html, and tools/gitea_issues.py. CLAUDE.md also documents
the new resource-oriented forgejo MCP server (list/get/create/edit/
delete/link/unlink_gitea) and retires the stale v0.07 label-bug
workaround -- label operations re-validated working 2026-07-02.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Release the commits since 0.2.7-prerelease-7drl2026 as 0.2.8, dropping
the in-development -7DRL-2026 suffix.
Shipped libtcod (Linux .so / Windows .dll / Emscripten .a) rebuilt from
submodule 79abc66 so release binaries carry the #321 FOV overflow fix.
The Linux .so is built SDL3=OFF with vendored utf8proc so it stays
self-contained (only libz + system libs), matching prior releases.
Fix tools/package.sh: ship libtcod under its DT_NEEDED SONAME
(libtcod.so.2) plus a libtcod.so compat symlink, mirroring the SFML
packaging. It previously shipped only the bare libtcod.so, so the Linux
package could not resolve libtcod on a clean machine -- an absolute dev
RUNPATH masked this, and it also affected 0.2.7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TvvE6TB2cScBVbeap2btHw
The sanitizer build paths passed multi-word flags as an unquoted string, so
the cmake invocation word-split "-fsanitize=address,undefined
-fno-omit-frame-pointer" and handed -fno-omit-frame-pointer to cmake as a
bare unknown argument ("CMake Error: Unknown argument"). Switch to a bash
array so each -DCMAKE_*_FLAGS value stays a single argument. Unblocks
rebuilding the instrumented __lib_debug libraries the fuzz build links.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KnywUddaFRhkxo5kijxJnv
generate_all_docs.sh now runs check_frozen_docstrings.sh as a hard gate after
doc generation: the frozen (non-3D) binding surface must stay 100% MCRF_*
macro compliant, or the doc build fails. This is the docstring analog of the
API-surface snapshot test -- it prevents future raw docstrings from silently
regressing the frozen 1.0 documentation contract. Skipped gracefully when
.venv-audit is absent; experimental src/3d/ bindings remain exempt.
Refs #314
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- validate_file_docstrings.sh: per-file MCRF_* compliance check (PASS/FAIL),
the completion signal for one-agent-per-file docstring conversion.
- check_frozen_docstrings.sh: strict gate over the frozen (non-3D) binding
surface; locks F15 against regression (mirrors the API-surface snapshot test).
Both wrap tools/audit_pymethoddef.py (tree-sitter, .venv-audit).
Refs #314
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Timers never fire in --headless --exec mode (the game loop runs but
does not process the timer queue without explicit step() calls).
Replace the Timer-based screenshot with a step() loop that advances
the engine 30 ticks at 10ms each before calling automation.screenshot().
This fix was discovered and applied as part of blog post 0033 publication
(Kanboard #209 / #345).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Static-analysis tool for the pre-1.0 API freeze: walks src/**/*.cpp with
tree-sitter-cpp, locates every PyMethodDef and PyGetSetDef array initializer,
and classifies each entry's docstring slot as MACRO / RAW_STRING / NULL /
MISSING. The MACRO classification (MCRF_METHOD or MCRF_PROPERTY from
McRFPy_Doc.h) is the project's compliance target; raw string literals and
NULL docs predate the macro system and need migration before the 1.0 freeze.
Features:
- Per-file table (file:line, array, entry, classification) plus summary
footer with totals, per-kind breakdown, % MACRO compliance, and a
ranked list of the worst-offender files.
- --strict exits nonzero when any non-MACRO entries are present (CI use).
- --quiet suppresses per-file tables and prints only the summary.
- --paths PATH [PATH ...] limits the scan to specific files / directories.
- Sentinel terminator entries ({NULL}, {0}) are filtered out.
- Concatenated string literals and parenthesized expressions are handled.
Dependencies live in a project-local .venv-audit (added to .gitignore) so
no system Python pollution. tools/generate_all_docs.sh now invokes the
auditor at the end (informational, no --strict) so doc regeneration
surfaces compliance drift alongside the generated docs themselves.
Initial baseline on the current tree: 755 entries scanned, 340 MACRO
compliant (45.0%). Top offenders: UIEntity.cpp (51), 3d/PyVoxelGrid.cpp
(36), 3d/Viewport3D.cpp (31), UIGridPyProperties.cpp (30),
3d/Entity3D.cpp (28).
Refs pre-1.0 documentation freeze.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Regenerate HTML/Markdown API reference, man page, and type stubs against
current committed HEAD (post API-freeze pass #304-#308, #252 overhaul, and
Phase 3/4/5.1/5.2 changes).
The previous tools/generate_stubs_v2.py hand-maintained hardcoded strings,
which drifted badly: stubs still contained removed module functions
(setScale, findAll, getMetrics, setDevConsole), lacked new types (GridView,
Behavior, Trigger, DiscreteMap, Viewport3D, Entity3D, Model3D, Billboard,
NoiseSource, WangSet, LdtkProject, HeightMap, DijkstraMap, AStarPath,
ColorLayer, TileLayer, etc.), and missed post-overhaul properties
(tile_width/tile_height, sprite_grid, perspective_map, cell_pos, labels,
turn_order, move_speed, etc.).
Rewrite the generator as a runtime-introspection script mirroring
generate_dynamic_docs.py's approach:
- classify mcrfpy members (classes, enums, functions, constants, submodules)
- parse signatures from docstring first line with proper paren-depth tracking
- translate multi-form signatures (foo(x,y) or foo(pos)) to *args/**kwargs
- sanitize docstring '...' placeholder params into '**kwargs'
- emit IntEnum blocks for int-subclass types with uppercase members
- discover delegated methods via instance probing (Grid/GridView -> _GridData)
- conservative property type inference (only accept recognized primitives
and CapitalCase class names in parenthesized hints)
Resulting stubs/mcrfpy.pyi (2069 lines) parses as valid Python.
Markdown/HTML/man-page regeneration is otherwise timestamp-only since the
introspection path was already current -- the stubs were the stale artifact.
Doc generator fixes (tools/generate_dynamic_docs.py):
- Add types.GetSetDescriptorType detection for C++ extension properties
- All 22 classes with properties now have documented Properties sections
- Read-only detection via "read-only" docstring convention
Scene class documentation (src/PySceneObject.h):
- Expanded tp_doc with constructor, properties, lifecycle callbacks
- Documents key advantage: on_key works on ANY scene
- Includes usage examples for basic and subclass patterns
CLAUDE.md additions:
- New section "Adding Documentation for New Python Types"
- Step-by-step guide for tp_doc, PyMethodDef, PyGetSetDef
- Documentation extraction details and troubleshooting
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add to Drawable base class:
- on_click, on_enter, on_exit, on_move callbacks (#140, #141)
- hovered read-only property (#140)
Add to Scene class:
- children property (#151)
- on_key handler property
Discovered while defining implementation details for #143.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add Line, Circle, Arc class definitions to type stubs
- Update UIElement type alias to include new drawable types
- Rename click kwarg to on_click throughout stubs (matches #126 change)
- Update UICollection docstring to list all drawable types
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Fixes HTML injection vulnerability in generate_dynamic_docs.py where
description text was not HTML-escaped before being inserted into HTML
output. Special characters like <, >, & could be interpreted as HTML.
Changes:
- Modified transform_doc_links() to escape all non-link text when
format='html' or format='web'
- Link text and hrefs are also properly escaped
- Non-HTML formats (markdown, python) remain unchanged
- Added proper handling for descriptions with mixed plain text and links
The fix splits docstrings into link and non-link segments, escapes
non-link segments, and properly escapes content within link patterns.
Tested with comprehensive test suite covering:
- Basic HTML special characters
- Special chars with links
- Special chars in link text
- Multiple links with special chars
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Adds transform_doc_links() function that converts MCRF_LINK patterns
to appropriate format (HTML links, Markdown links, or plain text).
Addresses issue #97.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Properties x and y now use MCRF_PROPERTY for consistency.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
The normalize() method's implementation returns a zero vector when
called on a zero-magnitude vector, rather than raising ValueError as
the documentation claimed. Updated the MCRF_RAISES to MCRF_NOTE to
accurately describe the actual behavior.
Also added test coverage in tools/test_vector_docs.py to verify the
normalize() docstring contains the correct Note section.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Converts magnitude, normalize, and dot methods to MCRF_METHOD macro.
Docstrings now include complete Args/Returns/Raises sections.
Addresses issue #92.
Add utility scripts for development workflow:
- tests/run_all_tests.sh: Test runner script for automated testing
- tools/gitea_issues.py: Issue tracking integration tool
These support the development and testing workflow for McRogueFace.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes#110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes#121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes#112
commit c5e7e8e298
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa96
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c4591
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51e
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aa
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes#119
commit 9fb428dd01
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc4
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978
Directory structure cleanup and organization overhaul