userJames Kingcancel

8,073 Commits over 3,806 Days - 0.09cph!

1 Year Ago
Identify positive vs negative edge loops
1 Year Ago
2D: Rewriting mesh gen to be edge loop based
1 Year Ago
Regenerate SDF meshes on resource change 2D: Get rid of inset bias for rounded / bevel edges
1 Year Ago
First pass at edge styles Might need to rethink this, large edge radii cause problems
1 Year Ago
2D: smooth cut face normals across chunk boundaries
1 Year Ago
Don't emit SB3000 about const fields in generic types
1 Year Ago
Some initial work for 2D edge styles
1 Year Ago
Fixed FastPathTest.ResolveGeneric test
1 Year Ago
Simpler repro of #1027 Fixed #1027 in cases involving array types
1 Year Ago
Failing test reproducing #1027 Simpler repro of #1027 Fixed #1027 in cases involving array types
1 Year Ago
Failing test reproducing #1027
1 Year Ago
Fixed deleted SdfWorlds not deleting chunk SceneObjects (#12)
1 Year Ago
WIP allow creating SdfWorlds in the menu
1 Year Ago
1 Year Ago
Better exception handling during modify chunks (#8) Fixed clearing race condition (#8)
1 Year Ago
Fix dropped modification warning on clear Some thread safety on transform update Got rid of some vestigial code
1 Year Ago
Clients request missing modifications, server sends heartbeat messages Fixes #5
1 Year Ago
Fixed waiting for main thread between modifications, fixes #6 Some safety when clearing, #7 seems fixed
1 Year Ago
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
1 Year Ago
GetPixels: reading from non-zero mip level fixes
1 Year Ago
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
1 Year Ago
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
1 Year Ago
CopyToStagingResource: only use 1 mip level / array slice in staging texture CopyToStagingResource: fix copy destination offset
1 Year Ago
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride) Fix reading non-zero slice from 3D texture (#1118)
1 Year Ago
Update README.md
1 Year Ago
Inject settings page to spawn menu on activate Early out for BiasedSdf3D.SampleRangeAsync Basic blob tool settings page
1 Year Ago
Use object-space normals for triplanar shaders
1 Year Ago
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)
1 Year Ago
Refactor using GameTask.WorkerThread() Small cleanup
1 Year Ago
Add TaskSource.WorkerThread() Added test for GameTask.WorkerThread() / GameTask.MainThread()
1 Year Ago
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
1 Year Ago
WIP trying to get compute shaders to work
1 Year Ago
Triplanar shader now uses object space Allow changing the transform of an SdfWorld again Fixed SdfWorld.ClearAsync()
1 Year Ago
Implemented SdfWorld.ClearAsync()
1 Year Ago
Just mark old synchronous API as obsolete Fixed race condition in Sdf2DArray.WriteTo( writer ) Some cleanup
1 Year Ago
Whitelist Task.Wait() / Task.RunSynchronously()
1 Year Ago
Fixed some mesh updates not happening until the next modification
1 Year Ago
Async refactor Fixed dodgy rebase
1 Year Ago
WIP trying to get compute shaders to work
1 Year Ago
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
1 Year Ago
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
1 Year Ago
Whitelist System.Collections.Concurrent.ConcurrentBag
1 Year Ago
Added Texture.Depth property
1 Year Ago
Quality tweaks for performance
1 Year Ago
Added TaskSource.MainThread() Like TaskSource.NextPhysicsFrame(), but can immediately continue if already on the main thread.
1 Year Ago
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
1 Year Ago
Material tweaks WIP reorganize how meshes are updated
1 Year Ago
Default to histogram leaderboard mode on first launch Fixed #2
1 Year Ago
Limit worker thread count to avoid starving the main thread
1 Year Ago
Failing test reproducing #1027 Fixed #1027