Handmade Hero Day 564 - Improving Trilinear Sampling Results
Handmade Hero Day 565 - Reconstructing Multiple Lights
Handmade Hero Day 566 - Moving to a Voxels-only Lighting Approach
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 568 - Debugging the Raycaster
Handmade Hero Day 161 - Finishing the General Purpose Allocator
Handmade Hero Day 585 - Centralized Light Atlas Handling
Handmade Hero Day 540 - Adding Memory Usage Visualization
Handmade Hero Day 583 - Streamlining the New Lighting Pipeline
Handmade Hero Day 584 - Enabling Infinite-Bounce Lighting
Handmade Hero Day 582 - Converting Specular Maps to Diffuse
Handmade Hero Day 573 - Wiring Up Light Transport
Handmade Hero Day 499 - Unifying Debug and Editor Modes
Handmade Hero Day 543 - Moving Unpacked Entities from the Sim Region to World
Handmade Hero Day 569 - Raycasting from Light Probe Locations
Handmade Hero Day 553 - Improved Sphere Distributions
Handmade Hero Day 570 - Distinguishing Between Lights and Occluders
Handmade Hero Day 514 - Separating Image and Metadata Imports
Handmade Hero Day 577 - Adding Octahedral Light Atlases
Handmade Hero Day 571 - Adding a Light Hierarchy