|
|
0bacad7ada
|
blurred backdrop
|
2026-02-23 23:14:08 -06:00 |
|
|
|
537b637ccc
|
backdrop testing
|
2026-02-23 21:34:59 -06:00 |
|
|
|
8a87ec2f6b
|
256-threads per vis compute group
|
2026-02-19 16:42:03 -06:00 |
|
|
|
67171a9906
|
roll testing
|
2026-02-18 18:07:48 -06:00 |
|
|
|
e9bad68135
|
fix bloom shimmer. use common layouts for vis textures
|
2026-02-18 14:21:16 -06:00 |
|
|
|
88f37a4bbb
|
dryness
|
2026-02-17 08:22:25 -06:00 |
|
|
|
2609dda88a
|
wall debris testing
|
2026-02-17 00:13:18 -06:00 |
|
|
|
53bcacb044
|
bullet trail particles
|
2026-02-16 23:55:11 -06:00 |
|
|
|
2f1a146c20
|
dont collide particles with origin occluder
|
2026-02-16 23:20:15 -06:00 |
|
|
|
ed40711781
|
working splatter with particle layers
|
2026-02-16 22:14:51 -06:00 |
|
|
|
a9ca711892
|
particle layer testing
|
2026-02-16 19:16:58 -06:00 |
|
|
|
7e05e4292a
|
formatting
|
2026-02-16 16:52:34 -06:00 |
|
|
|
9ca01a920d
|
thresholded & smoothed bloom
|
2026-02-15 15:20:46 -06:00 |
|
|
|
a6796c594c
|
basic bilinear & trilinear samplers. fix mip resource barrier.
|
2026-02-15 10:42:21 -06:00 |
|
|
|
83a41fc289
|
turn composite pass into compute shader
|
2026-02-15 04:11:08 -06:00 |
|
|
|
fff1b69eff
|
blood wall staining
|
2026-02-14 09:08:40 -06:00 |
|
|
|
6957be38b5
|
continuous particle staining
|
2026-02-14 08:20:46 -06:00 |
|
|
|
e4426ab0d2
|
particle descs
|
2026-02-14 04:08:38 -06:00 |
|
|
|
a4bb13d59d
|
particle occluder testing
|
2026-02-14 01:08:33 -06:00 |
|
|
|
463e142727
|
smoke particle testing
|
2026-02-13 23:33:49 -06:00 |
|
|
|
d9228b78a3
|
particle cell densities w/ atomic writes
|
2026-02-13 04:25:39 -06:00 |
|
|
|
f16a102cfa
|
particle tile collisions
|
2026-02-13 02:44:18 -06:00 |
|
|
|
f1eb4ea855
|
rotation-agnostic crosshair movement
|
2026-02-10 21:36:37 -06:00 |
|
|
|
e0356f73e8
|
prefab spawn menu
|
2026-02-05 21:42:01 -06:00 |
|
|
|
e7ade79ea5
|
IsLanguageC/G -> IsCpu/Gpu. CacheLineSize -> IsolationSize.
|
2026-02-05 18:59:05 -06:00 |
|
|
|
e457dd392a
|
use crosshair position as cursor when looking
|
2026-02-04 08:09:36 -06:00 |
|
|
|
3e62de78b1
|
move shared frame state to single struct
|
2026-02-04 06:48:08 -06:00 |
|
|
|
e3ae1a789f
|
draw crosshair via shader sdf
|
2026-02-01 21:50:22 -06:00 |
|
|
|
c26488870a
|
render quad sprites in full resolution
|
2026-02-01 13:04:34 -06:00 |
|
|
|
da643646a8
|
weapon animation wip
|
2026-01-31 08:33:24 -06:00 |
|
|
|
253670856a
|
working guy anim
|
2026-01-30 07:31:57 -06:00 |
|
|
|
b7e2fafc85
|
animation wip
|
2026-01-30 05:27:47 -06:00 |
|
|
|
0ee976cda2
|
rename 'xform' -> 'affine'
|
2026-01-23 17:37:58 -06:00 |
|
|
|
d5efdab6d9
|
animation testing
|
2026-01-23 17:29:04 -06:00 |
|
|
|
7ee7a7f531
|
begin animation work
|
2026-01-23 12:39:23 -06:00 |
|
|
|
f0ddf19133
|
more shading pass progress
|
2026-01-22 12:24:54 -06:00 |
|
|
|
f9067bfa8b
|
shading pass testing
|
2026-01-22 09:46:58 -06:00 |
|
|
|
8869a91b9a
|
formatting
|
2026-01-22 04:49:34 -06:00 |
|
|
|
72327e4a27
|
begin work on shading pass
|
2026-01-22 04:35:49 -06:00 |
|
|
|
0c9dd684af
|
dynamic time dilation for server->client prediction rate
|
2026-01-20 01:59:56 -06:00 |
|
|
|
32938a9abe
|
move shared vis-sim functionality to pp layer
|
2026-01-10 16:04:39 -06:00 |
|
|
|
3945008984
|
tweaks
|
2026-01-10 07:44:34 -06:00 |
|
|
|
bfbc7cf865
|
wall auto-tiling experimentation
|
2026-01-10 06:46:30 -06:00 |
|
|
|
574f591666
|
tile experimenting
|
2026-01-10 05:12:14 -06:00 |
|
|
|
86b12bf909
|
tile sprite testing
|
2026-01-09 15:37:23 -06:00 |
|
|
|
d332315c16
|
begin new sprite layer
|
2026-01-09 12:45:33 -06:00 |
|
|
|
1c042f1c11
|
stain dryness
|
2026-01-08 09:31:38 -06:00 |
|
|
|
d6d3c8915f
|
automatically split particle emitter uploads
|
2026-01-08 06:01:17 -06:00 |
|
|
|
e9ea1ec0f7
|
simulated bullet testing
|
2026-01-07 08:12:14 -06:00 |
|
|
|
3dc22b9bd7
|
bullet trail testing
|
2026-01-07 04:34:53 -06:00 |
|