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16 hoursfeat(engine): add depth texture pixel data formatHampusM
16 hoursfeat(engine): add framebuffer rendering commands & draw propertiesHampusM
18 hoursfeat(opengl-bindings): add Framebuffer::detach_texture fnHampusM
19 hoursrefactor(engine): rename rendering::object::Kind::ImplementationSpecific to MeshHampusM
20 hoursfeat(opengl-bindings): add framebuffer object supportHampusM
44 hoursfeat(engine): add ability to create textures without imagesHampusM
45 hoursfeat(opengl-bindings): prevent diagonal lines in rgb texturesHampusM
47 hoursrefactor(opengl-bindings): make texture::Builder create* fns take images as ↵HampusM
byte slices
3 daysrefactor(engine): reduce code repetition in gl rendering backendHampusM
3 daysfeat(engine): validate texture update pixel data format & type in gl ↵HampusM
rendering backend
3 daysfix(engine): use correct texture update pixel data format in dear imgui backendHampusM
3 daysrefactor(engine): remove rendering obj store's kind-specific getter fnsHampusM
4 daysrefactor(engine): make UpdateTexture rendering command not take ImageHampusM
4 daysfeat(engine): add cube map support to UpdateTexture rendering commmandHampusM
4 daysrefactor(engine): adjust gl rendering backend to opengl-bindings crate changesHampusM
4 daysfeat(opengl-bindings): make textures creatable without pixel dataHampusM
4 daysfeat(opengl-bindings): add depth component texture pixel data formatHampusM
4 daysrefactor(engine): adjust gl rendering backend to opengl-bindings crate changesHampusM
4 daysrefactor(opengl-bindings): include srgb(a) & data type in ↵HampusM
texture::PixelDataFormat
5 daysfix(engine): update rendering surface sizes before next frameHampusM
5 daysrefactor(engine): rename rendering::SurfaceSpec to SurfaceHampusM
5 daysperf(engine): optimize wavefront obj parsingHampusM
5 daysfeat(engine-ecs): make util::array_vec module publicHampusM
9 daysfeat(engine): store perspective projection fov as degreesHampusM
9 daysfeat: replace sub cube with directional light & floor cubeHampusM
9 daysfeat(engine): add fns for conversion between vec3 & euler anglesHampusM
9 daysfix(engine): make DirectionalLight default value sensibleHampusM
9 daysfeat(engine): add windowing::dpi Position & Size Default implsHampusM
10 daysfeat(engine): use color edit widgets for colors in world ui viewHampusM
10 daysfeat(engine): add reflection derive to color typesHampusM
10 daysfeat(engine): flatten single unnamed enum fields in world ui viewHampusM
11 daysfix(engine): make sky box work when camera has orthographic projectionHampusM
11 daysfeat(engine): lossily convert color shader bindings to rgbHampusM
11 daysfeat(engine): add lossy Color conversion fnsHampusM
11 daysrefactor(engine): move default shader bindings system to main_render_pass modHampusM
11 daysrefactor(engine): remove support for lumen colorsHampusM
11 daysrefactor(engine): improve shader binding value validation fn readabilityHampusM
13 daysrefactor: use Transform componentHampusM
13 daysfeat(engine): replace WorldPosition & Scale components with TransformHampusM
13 daysfeat(engine-ecs): add query traversal kind SelfOrUpHampusM
13 daysrefactor(engine-ecs): fix warning in phase mod on non-debug buildsHampusM
13 dayschore(engine-ecs): make query benchmark compile againHampusM
13 daysfix(engine-ecs): include terms in query::Traversal Debug fmt outputHampusM
13 daysfix(engine-ecs): exclude empty items in ArrayVec Debug fmt outputHampusM
2026-08-15fix(engine): prevent ignored keyboard key input when main loop is slowHampusM
2026-08-15fix(engine): stop overwriting previous keyboard key statesHampusM
2026-08-15perf(engine): store keyboard key states & state updates as bitsHampusM
2026-08-13feat: add sky boxHampusM
2026-08-13feat(engine): add sky box supportHampusM
2026-08-13refactor: use new cube mesh creation fnHampusM