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e49bcfbe2c
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mip support
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2026-02-15 07:23:35 -06:00 |
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83a41fc289
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turn composite pass into compute shader
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2026-02-15 04:11:08 -06:00 |
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fff1b69eff
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blood wall staining
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2026-02-14 09:08:40 -06:00 |
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6957be38b5
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continuous particle staining
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2026-02-14 08:20:46 -06:00 |
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e4426ab0d2
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particle descs
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2026-02-14 04:08:38 -06:00 |
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a4bb13d59d
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particle occluder testing
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2026-02-14 01:08:33 -06:00 |
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463e142727
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smoke particle testing
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2026-02-13 23:33:49 -06:00 |
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d9228b78a3
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particle cell densities w/ atomic writes
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2026-02-13 04:25:39 -06:00 |
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5332e1bdd9
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fix dda t_hit offset
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2026-02-13 03:12:08 -06:00 |
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f16a102cfa
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particle tile collisions
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2026-02-13 02:44:18 -06:00 |
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6c26104f5e
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impact particle testing
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2026-02-10 22:57:13 -06:00 |
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bf56bd7155
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tile -> wall generation
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2026-02-09 16:56:35 -06:00 |
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003bdb2d55
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'dummy' -> 'bot'
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2026-02-06 02:51:13 -06:00 |
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e0356f73e8
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prefab spawn menu
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2026-02-05 21:42:01 -06:00 |
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e7ade79ea5
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IsLanguageC/G -> IsCpu/Gpu. CacheLineSize -> IsolationSize.
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2026-02-05 18:59:05 -06:00 |
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9f22c9ca3a
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echo shader name on build error
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2026-02-05 17:54:27 -06:00 |
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4dbaa19024
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formatting
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2026-02-05 17:13:12 -06:00 |
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d7b7f8dfca
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display sprite as part of ui box background
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2026-02-04 14:56:54 -06:00 |
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4b61ac219d
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fix out of bounds tile placement snapping
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2026-02-04 11:51:50 -06:00 |
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16c5e2620e
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formatting
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2026-02-04 08:53:44 -06:00 |
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a6a5e27cb9
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snap window cursor to crosshair when looking stops
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2026-02-04 08:29:39 -06:00 |
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e457dd392a
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use crosshair position as cursor when looking
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2026-02-04 08:09:36 -06:00 |
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3e62de78b1
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move shared frame state to single struct
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2026-02-04 06:48:08 -06:00 |
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201d0c2bf0
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fix oob resource access during composition pass
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2026-02-02 22:29:23 -06:00 |
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e3ae1a789f
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draw crosshair via shader sdf
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2026-02-01 21:50:22 -06:00 |
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c26488870a
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render quad sprites in full resolution
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2026-02-01 13:04:34 -06:00 |
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da643646a8
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weapon animation wip
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2026-01-31 08:33:24 -06:00 |
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253670856a
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working guy anim
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2026-01-30 07:31:57 -06:00 |
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b7e2fafc85
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animation wip
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2026-01-30 05:27:47 -06:00 |
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0ee976cda2
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rename 'xform' -> 'affine'
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2026-01-23 17:37:58 -06:00 |
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d5efdab6d9
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animation testing
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2026-01-23 17:29:04 -06:00 |
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7ee7a7f531
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begin animation work
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2026-01-23 12:39:23 -06:00 |
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6e167ce499
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shade stains
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2026-01-22 13:06:13 -06:00 |
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f0ddf19133
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more shading pass progress
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2026-01-22 12:24:54 -06:00 |
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7a81397fd1
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shading pass progress
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2026-01-22 11:03:03 -06:00 |
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f9067bfa8b
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shading pass testing
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2026-01-22 09:46:58 -06:00 |
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8869a91b9a
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formatting
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2026-01-22 04:49:34 -06:00 |
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72327e4a27
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begin work on shading pass
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2026-01-22 04:35:49 -06:00 |
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5ad14b2dfd
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formatting
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2026-01-22 03:47:58 -06:00 |
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0c9dd684af
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dynamic time dilation for server->client prediction rate
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2026-01-20 01:59:56 -06:00 |
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746ef6913b
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client -> server control snapshots
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2026-01-18 18:14:46 -06:00 |
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1ccaf37d3f
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store constraints array in world frame
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2026-01-13 15:35:16 -06:00 |
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32938a9abe
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move shared vis-sim functionality to pp layer
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2026-01-10 16:04:39 -06:00 |
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3945008984
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tweaks
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2026-01-10 07:44:34 -06:00 |
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bfbc7cf865
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wall auto-tiling experimentation
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2026-01-10 06:46:30 -06:00 |
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574f591666
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tile experimenting
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2026-01-10 05:12:14 -06:00 |
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86b12bf909
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tile sprite testing
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2026-01-09 15:37:23 -06:00 |
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a00fcf3fba
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store level files in textual format
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2026-01-09 06:46:52 -06:00 |
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1c042f1c11
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stain dryness
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2026-01-08 09:31:38 -06:00 |
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0f7b6d2ffc
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blood tweaks
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2026-01-08 07:03:23 -06:00 |
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