| Commit message (Collapse) | Author | Age |
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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.
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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.
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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
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