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* Start of texturing nodes
* Scale along normal now can sample texture for values
* New noise functions, serializing and rendering textures in graph view
* output images now update
* color test fixes
* fix: better sri CI handling (#117)
- Renames "update-sris" -> "sri-check-up"
- Refactors this script so that it both handles updating the SRIs when
run locally, but also prints the SRI difference to the log when in CI.
- Uses this script in workflows to check the SRIs before continuing with
expensive build and release steps.
- Refactors the 'apps' section into main let expression for use in build
phases if needed.
example output seen in CI:
```bash
$: nix run .#sri-check-up
package-lock.json.sri mismatch
specified: sha256-uea6z39yYjpLTjq+ne3NJdabTQ/N91tLtBqfQMSYcAI=
got: sha256-gF8IDK1WKmNwXcIfm62kkDSzSxIceKgpSxuwzQDlmcQ=
If this difference is expected, please replace the SRI hash in this file with the one we got
```
* hash update
* fix: oopsie (#118)
* node outputs are now threadsafe
* WebColor => Color, fix torus UVs
* noise node
* Radial Gradient, ApplyGradient, add and scale color, new terrain example
* fixing examples
---------
Co-authored-by: Kaleb Pace <[email protected]>
Copy file name to clipboardExpand all lines: docs/resources/README.md
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@@ -14,6 +14,9 @@ Resources either directly contributing to the code, or are just interesting find
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- Tiling Noise
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-[_Tiling Noise_ by Ronja](https://www.ronja-tutorials.com/post/029-tiling-noise/)
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-[gamedev.stackexchange _How do you generate tileable Perlin noise?_](https://gamedev.stackexchange.com/questions/23625/how-do-you-generate-tileable-perlin-noise)
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