| Commit message (Collapse) | Author | Age |
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Indeed it is. Bumped up the default max segment length to decrease
error.
Also add mic presets for beyond (the vr headset) and motu (my mic
interface).
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GUI was not correctly managing .meta files, causing two textures to use
the same GUID. Unity would notice and regenerate GUIDs, breaking the
custom chatbox material's texture references.
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Avoid deleting bitmap .meta files so that once the user sets up their
shader, it doesn't break.
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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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Looks more legible. Thanks Noppers for the feedback!
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Metallics now reflect the map's cubemap.
* Remove SpecularTint (did nothing)
* Adjust mipBias to be sharper
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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
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* Enable streaming mipmaps on glyph bitmaps
* Sample glyph bitmaps using mipmaps
* Add temporal noise to letter UVs (dithering)
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Reorganize locations, remove a couple unused parameters.
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