Krzyhau
Krzyhau
At some point I might look into converting assets from other platforms, but for now it's not a priority. If texture format is publicly documented, I don't think that will...
The bigger size is caused by lack of compression algorithms being implemented in Repacker - it dumps raw texture data into the asset files, which is not space efficient. It's...
I wanted to fix a couple of other issues before releasing a new version. If I fail to do so, I might just do it tomorrow. Also, I'm encouraging to...
I have decided to go for WPF as the GUI library of choice. Time will tell if that's gonna unleash the screams of non-Windows users. In terms of design, I...
It seems that [version v3.1.0 of ImageSharp](https://github.com/SixLabors/ImageSharp/releases/tag/v3.1.0) has added a support for animated WebP's! For legacy support, I propose adding GIF as an optional file format for `AnimatedTexture`s, and making...
Unfortunately, previously mentioned version of ImageSharp dropped support for old versions of .NET I am not really sure if it's possible to use it with Repacker at that state without...
Don't @ me if anyone comes crying because their animated sprites need more than 256 colors. Leaving this open in case someone happens to know a neat solution.
I've tried to do this in [this branch](https://github.com/FEZModding/HAT/tree/feat/dynamic-loading) but failed due to how bad it was in terms of performance. Maybe I'm doing something stupid. Maybe checking for up-to-date versions...
It's more often for me to see a modding environment adding another executable instead of overriding the original one. I think we should stick to that. I see no problem...