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* Reduce texture memory usage for English speakersv0.10.0yum2023-03-21
| | | | | | | | | | 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.
* Remove exponential backoff capv0.7.0yum2023-02-19
| | | | | | | | | | 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.
* Update .gitignore filesyum2023-02-13
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* Begin work adding emotesyum2023-02-13
| | | | | | | | | | | | 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
* Use bold font for Englishyum2023-01-31
| | | | Looks more legible. Thanks Noppers for the feedback!
* Fix PBR metallicsyum2023-01-26
| | | | | | | Metallics now reflect the map's cubemap. * Remove SpecularTint (did nothing) * Adjust mipBias to be sharper
* Correct ddx/ddy calculationyum2023-01-26
| | | | | | | | | 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
* Improve font renderingyum2023-01-26
| | | | | | * Enable streaming mipmaps on glyph bitmaps * Sample glyph bitmaps using mipmaps * Add temporal noise to letter UVs (dithering)
* Code cleanupyum2022-11-25
| | | | Reorganize locations, remove a couple unused parameters.
* Update fontsyum2022-11-08
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 & assign fonts to them * Increase string matching window to 300. Works better in real-world test.