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faf033bf5a
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muzzle flash testing
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2026-04-04 05:51:09 -05:00 |
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10acb10782
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profiler wip
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2026-03-30 16:34:28 -05:00 |
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78f4677cdb
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profiler ui wip
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2026-03-30 06:51:40 -05:00 |
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35eb4e4839
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specify compute shader group size in layer files
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2026-03-03 17:18:31 -06:00 |
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af64a488c9
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move type name out of shader semantic macro
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2026-03-03 15:36:50 -06:00 |
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f52d07d3bc
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move UI rect fetch to vertex shader
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2026-03-03 00:33:54 -06:00 |
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0bacad7ada
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blurred backdrop
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2026-02-23 23:14:08 -06:00 |
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65ae383d75
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specify compute group size only in declaration
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2026-02-19 17:07:27 -06:00 |
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8a87ec2f6b
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256-threads per vis compute group
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2026-02-19 16:42:03 -06:00 |
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e9bad68135
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fix bloom shimmer. use common layouts for vis textures
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2026-02-18 14:21:16 -06:00 |
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a9ca711892
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particle layer testing
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2026-02-16 19:16:58 -06:00 |
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9ca01a920d
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thresholded & smoothed bloom
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2026-02-15 15:20:46 -06:00 |
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78e9635840
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working bloom test
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2026-02-15 11:44:20 -06:00 |
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a6796c594c
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basic bilinear & trilinear samplers. fix mip resource barrier.
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2026-02-15 10:42:21 -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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e4426ab0d2
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particle descs
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2026-02-14 04:08:38 -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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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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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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f9067bfa8b
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shading pass testing
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2026-01-22 09:46:58 -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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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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1c042f1c11
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stain dryness
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2026-01-08 09:31:38 -06:00 |
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f30ed79e91
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separate decals into stains & cells
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2026-01-07 00:36:58 -06:00 |
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65d34d49af
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more particle testing
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2026-01-06 03:29:22 -06:00 |
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b8e08c72ad
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gpu particle testing
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2026-01-06 02:15:45 -06:00 |
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