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# Conflicts: # .gitignore
- Deleted outdated `LibLunacy` components, including `AssetBuilder` and legacy serialization utilities. - Removed obsolete asset management files (`AssetManager.cs`, `Drawable.cs`, `EntityManager.cs`), camera logic, and debug utilities. - Deleted deprecated GLSL shaders and unused `GamePlay`, region, and entity handling implementations. - Removed references to old libraries and project files.
… obsolete update frame - Introduced **Update Channel** selection in Editor Settings (Stable/Nightly) with UI-tooltip explaining the difference. - Added vertex tangent decoding and processing directly from packed source data, replacing legacy derivation methods. - Expanded geometry parsing logic: incorporated tangents into `GeometryData` and related systems (`MobyMesh`, `TieMesh`, etc.). - Updated `AssetManager` to utilize native tangents for rendering pipeline optimizations. - Removed outdated `UpdateInfoFrame` (deprecated auto-update logic); replaced project reference with streamlined pipeline.
…ing logic - Implemented a **nightly build workflow** in `.github/workflows/nightly.yml` to automate Windows and Linux artifact generation and rolling release updates. - Added `GeometryMath` utility class with methods for calculating per-vertex normals and tangents, supporting both derived and source tangent data. - Restored and modernized `UpdateChecker` for stable and nightly release checking, integrating GitHub API for update retrieval. - Introduced `NightlyBuildInfo` class to embed commit hash and build date into nightly builds for version comparison. - Added `UpdateInfoFrame` modal for notifying users about available updates.
- Updated `Moby` parsing logic to gracefully handle cases where bangles or meshes are null/empty, preventing `NullReferenceException` during geometry processing. - Introduced `TryGetLastMesh` helper method to safely retrieve the last valid mesh while skipping null/empty entries. - Adjusted cleanup logic in `Dispose` to account for potential null mesh/bangle scenarios. - Renamed app `ProgramInfo.Name` from `ReLunacy_Blissed` to `ReLunacy`.
#28) - Updated `Moby` parsing logic to gracefully handle cases where bangles or meshes are null/empty, preventing `NullReferenceException` during geometry processing. - Introduced `TryGetLastMesh` helper method to safely retrieve the last valid mesh while skipping null/empty entries. - Adjusted cleanup logic in `Dispose` to account for potential null mesh/bangle scenarios. - Renamed app `ProgramInfo.Name` from `ReLunacy_Blissed` to `ReLunacy`.
…on logic - Added support for new texture formats (R8, A1R5G5B5, RGBA4, RGBA16F, BC4, BC5, G8B8) in texture metadata, pixel data decoding, and format mappings. - Fixed `RGB565ToRGBA8888` decoding issues by correctly expanding channel precision and unpacking pixel words. - Decoded additional formats: A1RGB555, RGBA4444, R8, G8B8, and RGBA16F with accurate bit replication and clamping logic. - Updated old engine volume reader to properly account for data strides, ensuring volume entries align correctly. - Introduced `IsLinear` property for texture metadata to handle Morton-swizzling logic. - Enhanced asset exporting by sanitizing texture names for compatibility with file systems. - Fixed stream read logic in `TextureShaderLoader` to correctly handle texstream offsets and avoid invalid reads. - Improved camera logic to support middle-click panning and adjusted "distance to target" calculations in asset viewer. - Introduced `Expand` utility for precision channel expansion across multiple decoding methods.
#29) …on logic - Added support for new texture formats (R8, A1R5G5B5, RGBA4, RGBA16F, BC4, BC5, G8B8) in texture metadata, pixel data decoding, and format mappings. - Fixed `RGB565ToRGBA8888` decoding issues by correctly expanding channel precision and unpacking pixel words. - Decoded additional formats: A1RGB555, RGBA4444, R8, G8B8, and RGBA16F with accurate bit replication and clamping logic. - Updated old engine volume reader to properly account for data strides, ensuring volume entries align correctly. - Introduced `IsLinear` property for texture metadata to handle Morton-swizzling logic. - Enhanced asset exporting by sanitizing texture names for compatibility with file systems. - Fixed stream read logic in `TextureShaderLoader` to correctly handle texstream offsets and avoid invalid reads. - Improved camera logic to support middle-click panning and adjusted "distance to target" calculations in asset viewer. - Introduced `Expand` utility for precision channel expansion across multiple decoding methods.
…endering improvements - Added DisplayDistance property to IPlacedInstance and MobyInstanceNew for better control over rendering distance. - Updated Volume and EntityVolume to utilize GraphicsDevice for rendering. - Introduced VolumeWireThickness, VolumeColor, and VolumeSelectedColor settings in EditorSettings for customizable volume appearance. - Implemented Moby distance culling in the render menu for improved performance. - Enhanced GltfExporter to support detail textures in material processing.
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