tirbofish/dropbear · history
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42723a0fix: egui kept on dragging/highlighting all of my characters (which was really frustrating). perf: improving performance and looks wip: outline shader for selection (as if selection worked in the first place LMAOOOO) refactor: removed old ColliderWireframePipeline code (since we changed the backend to use DebugDraw). perf: changed compilation back to mold instead of lld to improve build times. — Thribhu K -
5903bc0perf: updated dependencies style: ran `cargo fmt` — Thribhu K -
f5ca1fdwip: stupid ass bug related to not updating Components. — Thribhu K -
9e5caa8feature: OnRails, which allows an entities EntityTransform be constricted by a set path. refactor: made collider wireframe use DebugDraw instead of its own pipeline. feature+refactor: allowed for components to be created within the users kotlin codebase instead of a rust only implementation. wip: improving UI with a stolen WidgetType struct from egui LOL — Thribhu K -
0e5688bwip: component should support kotlin wip: debug drawing for camera splines — Thribhu K -
bd6a938feature: native kotlin fix: fixed up model not being saved properly refactor: removed building for the time being. — Thribhu K -
66651fffeature: improved lighting feature: changed to uuid-based id system for assets — Thribhu K -
c8aafb9wip: overhaul on assets, with uuid linking planned. — Thribhu K -
95ef132i have no clue what i have done here — Thribhu K -
aa5d3a3fix: bug with padding of MaterialUniform — Thribhu K -
8d2b167sigh — Thribhu K -
25ba059feature: memory was an issue when serializing to bytes, so i made a new model file type (eucmdl) and a new generic binary file type (eucbin). — Thribhu K -
cc363a7fix: terrible performance within the GameEditor fix: saving didnt work properly and hiked up CPU usage to 100%. fix: attempted to make ResourceReferenceType::Bytes be Arc<[u8]> for cloning (memory opt). — Thribhu K -
5b2e1a2refactor: created new TextureBuilder struct to clean up the mess that was before. refactor: made AssetViewer use Arc<T> instead of references. fix: on colour change, it constantly recreates the texture. — Thribhu K -
f184d55fix: ensured all CollapsibleHeaders are open and they have their own ID salt. — Thribhu K -
8235d5cwip: ui editor refactor: prepared kino_ui for serialization refactor: integrated kino_ui WidgetTree into the components and redback-runtime. feature: ability to switch between UI and editor possible now feature: implemented categorisation to adding a component feature: scene settings related to overlaying. — Thribhu K -
b594e06Merge pull request #93 from tirbofish/billboarding — Thribhu K -
2da0587feature: billboarding (on the path to particles). can render from other texture views, just specifically got it to render from kino_ui. — Thribhu K -
802c259wip — Thribhu K -
2643d1ffix: magna-carta parser fix: reset animation state on animation change so its legs don't look like its snapped fix: collider wireframe finally renders now (fixes #90) fix: kcc contains a CharacterMovementResult now refactor: included a world + entity in all InspectableComponents — Thribhu K -
69c2f90feature: implement reflections, improved model textures. — Thribhu K -
4d1cb4efmt: cargo fix + cargo fmt — Thribhu K -
5734766fix: general editor fixes, improvements to components and optimised the model rendering (as well as animations playing). — Thribhu K -
d57ac54a bunch of fixes amirite — Thribhu K -
f785b02wip: mess — Thribhu K -
2a0f08afeature: automatic component inspection — Thribhu K -
02a7ea9fix: some standard bug fixes to the editor. — Thribhu K -
b5ee86arefactor: eucalyptus-editor is finally compilable. — Thribhu K -
e9c9f39refactor: got redback-runtime compilable — Thribhu K -
35bc1a7wip: added a new type to Component and removed old "u_fs_main" for the lighting. — Thribhu K -
f4117cewip: made a way more neater component registry that actually doesnt suck ass (so far). i cbb to do the rest tho. — Thribhu K -
31165a8wip: eucalyptus-core/scene.rs is the only one not done, all bindings completed — Thribhu K -
0148386moved around some stuff. about to start on refactor of engine. — Thribhu K