8,073 Commits over 3,806 Days - 0.09cph!
Identify positive vs negative edge loops
2D: Rewriting mesh gen to be edge loop based
Regenerate SDF meshes on resource change
2D: Get rid of inset bias for rounded / bevel edges
First pass at edge styles
Might need to rethink this, large edge radii cause problems
2D: smooth cut face normals across chunk boundaries
Don't emit SB3000 about const fields in generic types
Some initial work for 2D edge styles
Fixed FastPathTest.ResolveGeneric test
Simpler repro of #1027
Fixed #1027 in cases involving array types
Failing test reproducing #1027
Simpler repro of #1027
Fixed #1027 in cases involving array types
Failing test reproducing #1027
Fixed deleted SdfWorlds not deleting chunk SceneObjects (#12)
WIP allow creating SdfWorlds in the menu
Better exception handling during modify chunks (#8)
Fixed clearing race condition (#8)
Fix dropped modification warning on clear
Some thread safety on transform update
Got rid of some vestigial code
Clients request missing modifications, server sends heartbeat messages
Fixes #5
Fixed waiting for main thread between modifications, fixes #6
Some safety when clearing, #7 seems fixed
Add a generic Texture.GetPixels<T>() (#1117)
* Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
* Fix reading non-zero slice from 3D texture (#1118)
* CopyToStagingResource: only use 1 mip level / array slice in staging texture
* CopyToStagingResource: fix copy destination offset
* GetPixels: add dstSize parameter instead of dstStride
* Add Texture.GetPixels3D<T>()
* Texture.GetPixels( int mip ) now gets everything for array / volume textures
* Added Texture.GetPixel3D() to complement Texture.GetPixel()
* GetPixels: fix nativeDstRect size
* GetPixels: stride fixes
* GetPixels: reading from non-zero mip level fixes
GetPixels: reading from non-zero mip level fixes
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
GetPixels: add dstSize parameter instead of dstStride
Add Texture.GetPixels3D<T>()
Texture.GetPixels( int mip ) now gets everything for array / volume textures
Added Texture.GetPixel3D() to complement Texture.GetPixel()
GetPixels: fix nativeDstRect size
GetPixels: stride fixes
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
Inject settings page to spawn menu on activate
Early out for BiasedSdf3D.SampleRangeAsync
Basic blob tool settings page
Use object-space normals for triplanar shaders
Reorder leaderboard modes (#3)
Default to global nearby (#3)
Keep track of whether leaderboard mode has ever changed (#3)
Make leaderboard mode button flash until first pressed (#3)
Refactor using GameTask.WorkerThread()
Small cleanup
Add TaskSource.WorkerThread()
Added test for GameTask.WorkerThread() / GameTask.MainThread()
TextureSdf: send path instead of resource ID for now
2D SDF quality preset tweaks
Send more SDF updates per message
Working on letting chunks process batches of updates in parallel
WIP trying to get compute shaders to work
Triplanar shader now uses object space
Allow changing the transform of an SdfWorld again
Fixed SdfWorld.ClearAsync()
Implemented SdfWorld.ClearAsync()
Just mark old synchronous API as obsolete
Fixed race condition in Sdf2DArray.WriteTo( writer )
Some cleanup
Whitelist Task.Wait() / Task.RunSynchronously()
Fixed some mesh updates not happening until the next modification
Async refactor
Fixed dodgy rebase
WIP trying to get compute shaders to work
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Whitelist System.Collections.Concurrent.ConcurrentBag
Added Texture.Depth property
Quality tweaks for performance
Added TaskSource.MainThread()
Like TaskSource.NextPhysicsFrame(), but can immediately continue if already on the main thread.
WIP make ISdf3D net read / writable
SDF net writing refactor, support for ISdf2D
SDF modification list networking
Chunks are no longer entities
New networking seems to work!
Server-side chunks are only modified if they have collision
Build meshes for chunks closest to players first
ISdf3D logging
Material tweaks
WIP reorganize how meshes are updated
Material tweaks
WIP reorganize how meshes are updated
Default to histogram leaderboard mode on first launch
Fixed #2
Limit worker thread count to avoid starving the main thread
Failing test reproducing #1027
Fixed #1027