* wip
* wip
* wip
* wip
* wip
* wip
* wip
* refactor
* wip
* wip
* actually working
* wip
* working texies
* more tex support
* big wasm refactor
* lightmaps
* wip models
* working detail maps
* wip
* mostly working specular/bumpmaps
* wip scenery/model rs support
* working scenery
* load transparent generic/chicago
* wip transparent shaders
* Halo 1
* Change data path to be Halo1/maps/
* Support base map scale on models
* Alpha testing on models / environments
* Support bumped lighting
* Support Y8 texture format
* Fixup cubemap face ordering nonsense
* Halo1: One more fix for invalid texture sizes
* working chicago, alright generic
* Halo 1: Fix transparency mapping
* Transparent Generic is working again
* Add MaterialRender abstraction for the different shader types
* Fix a bunch of leaks
* Add View class to handle view nonsense
* Add sort keys to handle transparent sorting
* Put Skybox in its own render layer
* Add visibility hacks / flags
* Fix model instance model matrix
* Halo 1: Fix a few more leaks
Now pretty much leak-free on Blood Gulch.
* wip
* do bitmap conversions in wasm
* better texture sharing across maps
* fix maps w/ missing skybox models
* fix chicago
* render transparent environment stuff
* set blend mode correctly for transparencies
* chicago: handles empty intermediary maps
* Halo: shader_transparent_generic works
* Halo: More shader_transparent_generic fixes
* kinda working fog
* wip
* fog for generic
* animated chicago
* more animationz
* Halo: Texture animation fix
* Halo: baseMapTransform
* Halo: Color0/Color1 for shader transparent
* Halo: Fix model base map transform
Fix environment sorting as well
* Halo: Fix Chicago
Fixes timberland skybox. The sky itself is chicago_extended
* Halo: Clean up shader binding names a bit
* Halo: Fix ratrace (no skybox)
Also fix a few more frees
* Halo 1: Combine draw calls for models
* per-level BSP and fog settings
* multiplayer on top
Co-authored-by: Will Greenberg <ifnspifn@gmail.com>
Co-authored-by: Will Greenberg <willg@eff.org>
* update naga usage to current API
* add byteorder to cargo deps, some other updates
* Add Unity asset parser + Subnautica scene
* Remove wee_alloc, add debug symbols to wasm-opt
* Refactor asset loading to be lazy, based on range requests
* some renaming
* rename Asset -> AssetInfo
* various fixes
* typo
* load uncompressed meshes
* rm unused stuff
* rework vertex format handling
* frustum culling, refactors
* only produce debug symbols on dev builds
* clarified some method names, added enum for channels