Handmade Hero Day 561 - Sampling Light Voxels with a Reflection Vector
Handmade Hero Day 560 - Querying Irradiance Directly from Voxels
Handmade Hero Day 526 - Single-Buffer Sound Streaming
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 552 - Generating Sampling Spheres into an INL
Handmade Hero Day 581 - Preparing for Octahedral Indirect Lighting
Handmade Hero Day 507 - LRU Texture Handle Reuse
Handmade Hero Day 541 - Adding Call Sites to the Arena Display
Handmade Hero Day 217 - Per-element Debug Event Storage
Handmade Hero Day 582 - Converting Specular Maps to Diffuse
Handmade Hero Day 549 - Removing Old Lighting Lookups
Handmade Hero Day 585 - Centralized Light Atlas Handling
Handmade Hero Day 545 - Adding Ground Cover
Handmade Hero Day 512 - Updating Assets via HHT Files
Handmade Hero Day 580 - Investigating Octahedral Interpolation
KILL TONY #585 - TOM SEGURA
Handmade Hero Day 534 - Heuristic Alpha Testing for Multi-Tile Import
Handmade Hero Day 506 - Improving Camera Motion
Handmade Hero Day 035 - Basic Sparse Tilemap Storage
Handmade Hero Day 535 - Minor Art Update, Reenabling Particles, Glove Fixes