| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Fold: move operations into separate file | yum | 2026-02-20 |
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| * | Fold: simplify code | yum | 2026-02-20 |
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| * | Fold: bugfix: seeking immediately updates in ui | yum | 2026-02-17 |
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| * | Fold: ui tweaks | yum | 2026-02-17 |
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| * | Fold: more animation bugfixes | yum | 2026-02-17 |
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| * | Fold: animation workflow bugfixes | yum | 2026-02-17 |
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| * | Fold: support animation window | yum | 2026-02-17 |
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| * | Fold: add plane to octahedron code | yum | 2026-02-17 |
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| * | Fold: add translate node | yum | 2026-02-16 |
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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 | ||
| * | Impostors: begin optimization work | yum | 2026-01-18 |
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| * | Fold: add hemi octahedron to plane operator | yum | 2026-01-13 |
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| * | Fold: update UI, add plane -> hemioctahedron | yum | 2026-01-12 |
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| * | Fold: move from visual programming to fluent builder | yum | 2026-01-12 |
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| * | Fold: fuck | yum | 2026-01-08 |
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| * | Fold: big rewrite | yum | 2026-01-06 |
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| * | Fold: fix save/restore logic | yum | 2026-01-06 |
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| * | Fold: duplicated nodes get focus | yum | 2026-01-06 |
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| * | Fold: add undo, fix shift+click | yum | 2026-01-06 |
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| * | Fold: dragging out noodles & right clicking bring up search dialogue | yum | 2026-01-06 |
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| * | Fold: fix noodles | yum | 2026-01-06 |
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| * | Fold: Drop NodeGraphProcessor | yum | 2026-01-06 |
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| * | Fold: drop NodeGraphProcessor | yum | 2026-01-06 |
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| * | Fold: add more nodes | yum | 2026-01-02 |
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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. | ||
| * | Fold: add custom NodeGraphProcessor as submodule | yum | 2026-01-02 |
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| * | Fold: add custom NodeGraphProcessor as submodule | yum | 2026-01-02 |
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| * | Fold: add Serialize() method to fold nodes | yum | 2026-01-02 |
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| * | Fold: simplify code | yum | 2026-01-02 |
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| * | Fold: simplify code | yum | 2026-01-02 |
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| * | Fold: add graph persistence | yum | 2026-01-02 |
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| * | Fold: Keyframe node shows errors when input wrong type | yum | 2026-01-02 |
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| * | Fold: Introduce keyframe node | yum | 2026-01-01 |
| | | | | | | 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 deformations | yum | 2026-01-01 |
| The idea is to expose a visual programming environment to speed up & simplify animating vertex deformation effects. | |||
