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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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* 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.
* fix compilation error in non-worlds projectsyum2025-11-10
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* add logical time featureyum2025-10-28
| | | | | | | | 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.
* add checksum & graycode+triplicate error correctionyum2025-10-21
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* support multiple columnsyum2025-10-20
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* more work parsing tlvs...yum2025-10-20
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* continue work on decoder, support auto tile sizeyum2025-10-20
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* simplify decoder; note that you need to use an srgb texture with ityum2025-10-20
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* begin work on decoderyum2025-10-19
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* ballsyum2025-10-19
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* add vibe coded fourier approximation toolyum2025-10-18
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* Add cloth lobe & IBL DFG LUTsyum2025-08-08
- add monte carlo integrator to produce the luts - fix layer energy integration; should be multiplicative, not additive