Is there any reason this is still not open source? There's the classical open source mantra that is "release early, release often" - nobody cares that code is messy or unfinished, most open source projects I see on GitHub are like this: dumps of whatever person has been working on, often without documentation; decent developer still can get goldmine of information (or reuse) of such public release - this mantra mainly relies on 'if you say "later", it might be "never"' in our-mine interpretation.
The repository was a bit of a mess and it wasn't really simple for me to do a source release. I cleaned it up now, and I can make source releases fairly quickly. Since the app download is still small, and the source .zip is also small, I'll try to just include the source with each app version release going forward. I do understand it's not ideal for collaborative work, but at the very least it gets people access to the code.
Also I read in post earlier in topic that you made bunch of changes to Neodymium's RageLib - perhaps it'd be sensible to have community fork of RageLib, that uses .NET Standard (project fork used internally uses this), so that we don't all have to reinvent wheel.
The changes I made were for performance reasons, focused on reading the files only. In most cases these changes broke the way the saving files code works, so I'm not sure it's really a good basis for a community fork. Also the namespaces and class names were changed to make things more readable in the object property viewers.
Perhaps it could serve as a basis for a new version of the RageLib, with improved capabilities, but a lot of work would need to be done to restore the full capability of the original version.
I am asking this, I-we need to automatically generate screenshots of map segments for project, reimplementing these shaders seems like bullsh*t idea if other project has shaders that work already - duplicate effort for not much reason.
This was actually one of the main reasons I started the project in the first place. I wanted to build a tool that was capable of generating hi-res map tiles for GTAV. This is still a goal for the project, and now finally after all this work, the world can be rendered accurately. I've started already on the final step of this goal, with orthographic camera mode... But some more work is still necessary to generate tiles nicely - all the highest detail entities need to be shown for the given view, and it needs to render the view to a texture, and then finally write that texture to a file.
Most of those pieces are there now though, so it won't be too much more work to get that final part done. Probably not for the next release though.