* added tests/iconwriter.js, which writes icons with formats 0-7.
Authors notes: I am aware that texture format 1 may work the same as texture format 3.
I am waiting on the tests provided by iconwriter.js to verify the functionality.
Reminder of TODOs:
Animation parsing, parsing animation data into visible data. ->
* Render animations in HTML client.
* Write animations to glTF2 exporter.
Considered ideas:
* Multi-format file input box (auto-detect format based off first bytes)
+ Now including support for CodeBreaker Save (CBS) format.
* CBS Parser function requires a function parameter that inflates data (zlib-style) given to it.
- Removed enabling/disabling strict mode from the reference client.
* Made timestamp objects consistant with every file format.
+ Added Pako to as a semi-optional dependancy to the HTML reference client.
* Disabling Pako will also disable CBS support in the HTML reference client.
Internals:
+ Now includes the RC4 cipherkey for deciphering CBS files.
+ Implemented an RC4 cipher function for deciphering CBS files.
Author comments:
One of the big five. Only one remains, and it's not going to be easy.
The road to an LZARI implementation spans a long distance, and the road there is bumpy.
- yellows
No, this isn't a late 'Fool's joke, I was just having fun and now I can target pure ES6/ES2015 if I wanted to.
…except Chakra ('Edge <= 44), that thing never implemented `TextDecoder`/`TextEncoder` for some reason. We'll never know why...
I'm researching what makes over-bright happen... give me time!
Minor updates to versioning, and added raw icon file support to both node clients.
And that's it from me. Other than using GLB instead of .glTF triplets, I don't know what to do with the exporter. Would update the HTML client, yet I'm not sure on the implementation details yet.
comment: "was going to update icon.js to use more for of loops, but didn't actually see a good use for them, oh well."
all intentional console.logs are now console.info or console.debug depending on use.
enabled back-face culling on HTML client, as a few models depended on it for certain effects (VJ2, Okami 2).
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Likely my last commit for a while, again.
pretty much makes it faster, and buffer is now clumped together with all vertex data, since the other bytes from the normals, uv and colour information adds up, and since they don't change, this makes sense, at least to me.
Now that I've used the reference client to generate some glTF files, I've learned what I was doing wrong.
to be honest, rotating on X wasn't my first thought either.
Turns out the whole colour thing was because of colour spaces. I feel like I'm going to have a distaste for those in the future.
Has a few bugs, however:
* Doesn't support textures.
* Exports upside down, and attempting to fix it inverts geometry.
This is probably my last commit to this project from amaryllis.
At least for a while.