tirbofish/dropbear · history
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5c67bebfeature: hot reloading shaders — Thribhu K -
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 -
d18cb60wip: implementing new classes such as SceneMetadata.kt, ResourceReference.kt and AssetEntry.kt wip: attempts to do viewport clicking within the editor. would be good for stuff like interactive UI in billboarding (idk if its implemented yet). fix: changed default ambient strength to 0.1 instead of 1.0 to not make it look like its bad — Thribhu K -
95ef132i have no clue what i have done here — Thribhu K -
fd6bf0dfeature: created a new grid for the UI editor with pan and zoom. — Thribhu K -
3410957feature: docks implemented as a trait instead of hardcoded, potential plugin possibility — 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 -
4d1cb4efmt: cargo fix + cargo fmt — Thribhu K -
6cfe509feature: small feature, but implemented a eucalyptus-editor::features::ShouwComponentTypeIDInEditor crate. — Thribhu K -
28e6d76Merge pull request #85 from tirbofish/engine-refactor — Thribhu K -
e2c482brefactor: organised code. — Thribhu K -
0148386moved around some stuff. about to start on refactor of engine. — Thribhu K