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<title>TaSTT.git/Fonts, branch v0.11.0</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=v0.11.0</id>
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<updated>2023-03-22T00:13:32+00:00</updated>
<entry>
<title>Reduce texture memory usage for English speakers</title>
<updated>2023-03-22T00:13:32+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-03-22T00:13:32+00:00</published>
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<id>urn:sha1:1f15133dd985442af20d42a96fbcd0007f03bd2b</id>
<content type='text'>
We used to populate 7 4k textures + 1 2k texture for all users.
Now if the user has configured `bytes_per_char=1` in the Unity
panel, we just populate a single 512x512 texture containing the
first 128 ASCII characters.

This reduces texture memory usage by 99.74%, from 134.67 MB to
340 KB.
</content>
</entry>
<entry>
<title>Remove exponential backoff cap</title>
<updated>2023-02-19T20:10:13+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-19T19:46:43+00:00</published>
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<id>urn:sha1:52f743e43a9ef582e04d7a363fbda19824db6cc7</id>
<content type='text'>
Allows sustained exponential backoff when not transcribing. Used to cap
out at 1s.

* Add more items to README TODO list
* Adjust emote metadata
* Emotes bugfix: Non-existent emote map doesn't cause transcription
  engine to bail out.
</content>
</entry>
<entry>
<title>Update .gitignore files</title>
<updated>2023-02-13T22:42:23+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-13T22:42:23+00:00</published>
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<id>urn:sha1:bd72a8e97e120604405f2330664e9658e44e3de1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Begin work adding emotes</title>
<updated>2023-02-13T22:36:20+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-02T09:02:03+00:00</published>
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<id>urn:sha1:7c6894614dcc3ebc5d4c8839b64f4da761b5ccf0</id>
<content type='text'>
Done:
* Users can add images to Fonts/Emotes/
* The basename of that image ('clueless.png' becomes 'clueless') is the
  keyword to make the image show up in game.
* Fix a bug in the shader where letters on the 2nd texture and later
  would have UV outside of [0.0, 1.0]

Not yet implemented:
* transcribed words are encoded using emotes mapping
</content>
</entry>
<entry>
<title>Use bold font for English</title>
<updated>2023-02-01T06:37:13+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-01T06:37:13+00:00</published>
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<id>urn:sha1:e5ef126513781096b0d14d2d77252a338baf7693</id>
<content type='text'>
Looks more legible. Thanks Noppers for the feedback!
</content>
</entry>
<entry>
<title>Fix PBR metallics</title>
<updated>2023-01-26T22:15:45+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T22:15:45+00:00</published>
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<id>urn:sha1:30127aa8b3650fd1a5c91876860e057176f69a95</id>
<content type='text'>
Metallics now reflect the map's cubemap.

* Remove SpecularTint (did nothing)
* Adjust mipBias to be sharper
</content>
</entry>
<entry>
<title>Correct ddx/ddy calculation</title>
<updated>2023-01-26T21:50:40+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T21:09:44+00:00</published>
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<id>urn:sha1:aa3e81f0688e870fca46c6908a5e5bf460702c9c</id>
<content type='text'>
Need to calculate this in the space of letter UVs, not the overall text
box UV space, in order for the correct mip maps to be chosen.

* Expose dithering as a toggle in the shader
* Actually generate mipmaps
* Fine-tune mipmapBias for legibility
</content>
</entry>
<entry>
<title>Improve font rendering</title>
<updated>2023-01-26T20:47:36+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-01-26T20:47:36+00:00</published>
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<id>urn:sha1:c4783db717ad87d3642c1ac1192ba34331e37557</id>
<content type='text'>
* Enable streaming mipmaps on glyph bitmaps
* Sample glyph bitmaps using mipmaps
* Add temporal noise to letter UVs (dithering)
</content>
</entry>
<entry>
<title>Code cleanup</title>
<updated>2022-11-25T20:30:29+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2022-11-25T20:27:42+00:00</published>
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<id>urn:sha1:a9e22d486432295c0185d317f5064cd1bc9c1738</id>
<content type='text'>
Reorganize locations, remove a couple unused parameters.
</content>
</entry>
<entry>
<title>Update fonts</title>
<updated>2022-11-08T08:09:59+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2022-11-08T08:09:59+00:00</published>
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<id>urn:sha1:2efc87a7180ec6e92127d22d1a3eb8c44fd392db</id>
<content type='text'>
English, Japanese, Chinese, and Korean should look much better now.
French, German, and Spanish look like shit now, because I haven't
figured out how to best make Noto Sans stay within its bounding box.

* Use Noto Sans for most things
* Simplify how we enable unicode blocks &amp; assign fonts to them
* Increase string matching window to 300. Works better in real-world
  test.
</content>
</entry>
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