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* Impostors: fix view dependent blendingyum2026-01-14
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* Impostors: continue work on view dependent samplingyum2026-01-14
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* Impostors: add ray-sphere intersection testyum2026-01-14
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* Impostors: rephrase to clarify barycentric interpolationyum2026-01-14
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* Impostors: virtual frame projection first attemptyum2026-01-14
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* Impostors: simplify codeyum2026-01-14
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* Impostors: fix depth captureyum2026-01-13
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* Impostors: implement simple grid snapped impostor particleyum2026-01-13
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* Fold: add hemi octahedron to plane operatoryum2026-01-13
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* Impostors: add layer mask, skybox toggleyum2026-01-13
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* Impostors: Fix framing, adjust params, attempt to fix save logicyum2026-01-13
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* Impostors: begin work on impostor baking scriptyum2026-01-13
| | | | | Attach to some GameObject, set the bounding radius and lattice points (resolution), and bake to a texture.
* Fold: update UI, add plane -> hemioctahedronyum2026-01-12
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* Fold: move from visual programming to fluent builderyum2026-01-12
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* Implement distance-based culling for instancesyum2026-01-11
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* Add parallax heightmapping ray marching modeyum2026-01-11
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* Add parallax heightmappingyum2026-01-11
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* fix gpu instancingyum2026-01-09
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* Fold: fuckyum2026-01-08
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* Fold: big rewriteyum2026-01-06
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* Fold: fix save/restore logicyum2026-01-06
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* Fold: duplicated nodes get focusyum2026-01-06
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* Fold: add undo, fix shift+clickyum2026-01-06
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* Fold: dragging out noodles & right clicking bring up search dialogueyum2026-01-06
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* Fold: fix noodlesyum2026-01-06
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* Fold: Drop NodeGraphProcessoryum2026-01-06
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* Fold: drop NodeGraphProcessoryum2026-01-06
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* Fold: add more nodesyum2026-01-02
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* Fold: implement dynamic branching in shaderyum2026-01-02
| | | | | | | | 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.
* Fold: add custom NodeGraphProcessor as submoduleyum2026-01-02
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* Fold: add custom NodeGraphProcessor as submoduleyum2026-01-02
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* Fold: add Serialize() method to fold nodesyum2026-01-02
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* Fold: simplify codeyum2026-01-02
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* Fold: simplify codeyum2026-01-02
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* Fold: add graph persistenceyum2026-01-02
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* Fold: Keyframe node shows errors when input wrong typeyum2026-01-02
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* Fold: Introduce keyframe nodeyum2026-01-01
| | | | | Connect a GameObject and a chain of FoldNodes, then click the keyframe button. Actual keyframe logic not yet implemented.
* Begin work on "Fold," a node UI for manipulating vertex deformationsyum2026-01-01
| | | | | The idea is to expose a visual programming environment to speed up & simplify animating vertex deformation effects.
* more vertex deformation tweaks; unwrapping the donutyum2025-12-25
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* screw with operator orderingyum2025-12-18
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* implement t blending in axis/point alignment operatorsyum2025-12-17
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* add point align feature, aka inverse of axis alignyum2025-12-17
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* add "axis align" feature to fix distortion after unbending the tubeyum2025-12-17
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* add doc with plane->tube and tube->plane derivationsyum2025-12-16
| | | | | this file uses the (free & open source) note taking app lorien: https://github.com/mbrlabs/Lorien
* wip, trying to unwrap the torusyum2025-12-16
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* more tube-plane simplificationsyum2025-12-15
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* rewrite dogshit ai code, make less assyum2025-12-14
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* shitty ai code, preparing to rewriteyum2025-12-14
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* begin plane_to_tube reworkyum2025-12-08
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* begin work on "un-tube" featureyum2025-12-06
| | | | essentially the inverse of the sheet -> tube transform.