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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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1a7794e81b
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move logging to panel
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2026-04-03 13:09:53 -05:00 |
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346b6ebaac
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functional panel separation
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2026-04-03 06:35:32 -05:00 |
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7f3312c12a
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text box mouse selection & caret interpolation
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2026-04-03 00:35:07 -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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c530ec16c0
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lister & profiler experimentation
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2026-03-29 18:41:22 -05:00 |
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63c3b4d427
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base blend time off of accumulated prediction tick
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2026-03-13 17:13:12 -05:00 |
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df5346f514
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timeline visualization
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2026-03-13 13:10:09 -05:00 |
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a19c2395ae
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timeline wip
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2026-03-13 10:03:45 -05:00 |
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80c43d2ebd
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alias barriers
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2026-03-12 10:55:37 -05:00 |
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bef6f91b5e
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convert layers to resourceless-gpu api usage
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2026-03-12 07:04:48 -05:00 |
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7e97b54fe5
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resourceless-gpu api wip
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2026-03-09 19:18:07 -07:00 |
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38196a8eb7
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specify thread-size instead of group-size when dispatching compute shaders
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2026-03-03 18:25:29 -06:00 |
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95b182ae1e
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formatting
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2026-02-24 12:09:38 -06:00 |
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e9176147f3
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remove RW gpu reference types, instead storing at readonly-index + 1
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2026-02-24 10:25:02 -06:00 |
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c3c9be43e3
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use non-atlas mirror sampling for backdrop
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2026-02-24 03:05:31 -06:00 |
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3fd910702f
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un-double-buffer gpu frame arena. use unrounded affine for backdrop
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2026-02-24 01:34:05 -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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537b637ccc
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backdrop testing
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2026-02-23 21:34:59 -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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67171a9906
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roll testing
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2026-02-18 18:07:48 -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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88f37a4bbb
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dryness
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2026-02-17 08:22:25 -06:00 |
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2609dda88a
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wall debris testing
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2026-02-17 00:13:18 -06:00 |
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53bcacb044
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bullet trail particles
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2026-02-16 23:55:11 -06:00 |
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2f1a146c20
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dont collide particles with origin occluder
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2026-02-16 23:20:15 -06:00 |
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ed40711781
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working splatter with particle layers
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2026-02-16 22:14:51 -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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7e05e4292a
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formatting
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2026-02-16 16:52:34 -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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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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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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f16a102cfa
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particle tile collisions
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2026-02-13 02:44:18 -06:00 |
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f1eb4ea855
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rotation-agnostic crosshair movement
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2026-02-10 21:36:37 -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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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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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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