| Commit message (Collapse) | Author | Age |
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Attach to some GameObject, set the bounding radius and lattice points
(resolution), and bake to a texture.
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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.
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Connect a GameObject and a chain of FoldNodes, then click the keyframe
button. Actual keyframe logic not yet implemented.
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The idea is to expose a visual programming environment to speed up &
simplify animating vertex deformation effects.
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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.
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