noah pushed to main at MetzNet/roleplay
- 8278692494 Modified color picked to prepare for HSV selection
noah pushed to main at MetzNet/roleplay
- 3ab7ed46dc Updated hex info UI, added UI objects for color pick UI
noah pushed to main at MetzNet/roleplay
- b3cef0cf18 Moved editor context to ClientContext.editor
noah pushed to main at MetzNet/roleplay
- 549e623033 Fixed hex highlight pipeline
noah pushed to main at MetzNet/roleplay
- e16d94c130 Added height modification inputs
noah pushed to main at MetzNet/roleplay
- 8321fb0510 Added region manipulation
noah pushed to main at MetzNet/roleplay
- 2a6b96a274 Compressed codes to 4 in one glsl uint, added region info ui
noah pushed to main at MetzNet/roleplay
- a4300a78b1 Started editor functionality by adding region adding key
noah pushed to main at MetzNet/roleplay
- 5f00f06de5 Added closest vertex to ray-world intersection, and added pipeline to draw closest click/hover vertex
noah pushed to main at MetzNet/roleplay
- 40f388f7b2 Cleaning up hex functions
noah pushed to main at MetzNet/roleplay
- f984f245aa Double buffered GPUHexContext
noah pushed to main at MetzNet/roleplay
- d2f1f5d5fd Consolidate overlapping transfers(no mechanism yet to consolidate transfers that dont overlap completely
noah pushed to main at MetzNet/roleplay
- ba4bd9bc85 Added highlight of clicked tile
noah pushed to main at MetzNet/roleplay
- c5d88f03d5 Increased max loaded regions, need to reduce memory by dynamically allocating/deallocating memory for them
noah pushed to main at MetzNet/roleplay
- edb587334a Allow for multiple maps to be loaded into memory and only draw one