| Commit message (Collapse) | Author | Age | ||
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| * | Add decal slot | yum | 2026-03-01 | |
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| * | Add emissions, remove impostor code | yum | 2026-02-26 | |
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| * | Add second matcap slot | yum | 2026-02-25 | |
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| * | Fix matcap compiler bug & reorder UI | yum | 2026-02-25 | |
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| * | Plumb matcaps & rim lighting | yum | 2026-02-25 | |
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| * | Add shadows | yum | 2026-02-24 | |
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| * | Add outline pass | yum | 2026-02-24 | |
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| * | Implement wrapped lighting (direct & IBL diffuse) | yum | 2026-02-24 | |
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| * | Add brightness clamp, update vrc light volumes | yum | 2026-02-24 | |
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| * | Plumb bent normals | yum | 2026-02-23 | |
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| * | Add ambient occlusion & normal filtering | yum | 2026-02-23 | |
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| * | Drop cloth for now | yum | 2026-02-23 | |
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| * | Add instancing distance culling, scale deformation | yum | 2026-02-16 | |
| | | | | | | | | | | | | | * GPU instance distance culling now takes a min/max range * Fold recovers ops from material, allowing state to persist across editor restarts * Add scale node to vertex deformation framework * Remove fold presets - dumb LLM idea, unused * Drop more "undeform" code; unused, was for ray marching, which does not work well * Fix reflection energy compensation; was using cloth math, which makes things too bright | |||
| * | Grass: add crude instancing code | yum | 2026-01-18 | |
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| * | Impostors: combine metallic gloss & depth atlases | yum | 2026-01-18 | |
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| * | Impostors: begin optimization work | yum | 2026-01-18 | |
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| * | Impostors: continue work on depth | yum | 2026-01-17 | |
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| * | Impostors: add parallax correction | yum | 2026-01-15 | |
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| * | Impostors: integrate into 3ner | yum | 2026-01-14 | |
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| * | Impostors: baker now records albedo, normal, gloss, and depth | yum | 2026-01-14 | |
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| * | Implement distance-based culling for instances | yum | 2026-01-11 | |
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| * | Add parallax heightmapping | yum | 2026-01-11 | |
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| * | fix gpu instancing | yum | 2026-01-09 | |
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| * | Fold: implement dynamic branching in shader | yum | 2026-01-02 | |
| | | | | | | | | | Switch from static branching approach using per-op data and fixed execution order to dynamic branching approach using dynamic data. This confers the main benefit of letting us dynamically reorder ops and duplicate them. It also lets us eliminate some of the plumbing tedium whenever we want to add new ops. | |||
| * | more vertex deformation tweaks; unwrapping the donut | yum | 2025-12-25 | |
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| * | screw with operator ordering | yum | 2025-12-18 | |
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| * | add point align feature, aka inverse of axis align | yum | 2025-12-17 | |
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| * | add "axis align" feature to fix distortion after unbending the tube | yum | 2025-12-17 | |
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| * | wip, trying to unwrap the torus | yum | 2025-12-16 | |
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| * | more tube-plane simplifications | yum | 2025-12-15 | |
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| * | rewrite dogshit ai code, make less ass | yum | 2025-12-14 | |
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| * | shitty ai code, preparing to rewrite | yum | 2025-12-14 | |
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| * | begin plane_to_tube rework | yum | 2025-12-08 | |
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| * | begin work on "un-tube" feature | yum | 2025-12-06 | |
| | | | | | essentially the inverse of the sheet -> tube transform. | |||
| * | minor bugfixes | yum | 2025-11-11 | |
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| * | remove redundant scope from details feature ui | yum | 2025-11-11 | |
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| * | add detail map feature | yum | 2025-11-11 | |
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| * | add clearcoat mask | yum | 2025-11-11 | |
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| * | begin work on marching in vert/domain shaders (NOT WORKING) | yum | 2025-11-04 | |
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| * | add ray march instancing (copies) with row offsets | yum | 2025-11-04 | |
| | | | | | | | instancing uses real evaluated copies of the mesh instead of domain repetition. useful for hiding artifacts as an alternative to quilez's corrective term, which generally converges more slowly. | |||
| * | adjust ray marching loop structure | yum | 2025-11-02 | |
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| * | add hexagon sdf | yum | 2025-11-02 | |
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| * | add hex grid tiling | yum | 2025-11-02 | |
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| * | balls | yum | 2025-11-02 | |
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| * | raymarching tweaks + add overstepping | yum | 2025-11-02 | |
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| * | generalize norm conversion code | yum | 2025-11-02 | |
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| * | add l2 -> l infinity norm deformation | yum | 2025-11-01 | |
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| * | some ray marching | yum | 2025-10-28 | |
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| * | add machinery for multiple uv channels | yum | 2025-10-28 | |
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| * | add logical time feature | yum | 2025-10-28 | |
| | | | | | | | | | the idea is that a remote piece of software s.a. TiXL sends in its logical time every once in a while. udon recovers it, interpolates and smooths it, and feeds it to the shader. Anything which is periodic on units of 1.0 "seconds" retains its periodicity under changes to the rate of passage of time. | |||
