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1,218 Commits over 518 Days - 0.10cph!

Today
Convar the generator pool count as `marchingcubemanager.generatorpoolcount`, defaults to 4 limit to [1-32] so no one sets it to a stupid value
Yesterday
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture
Yesterday
fixed setcolormenu not showing properly
Yesterday
better additive sculpting plane handling, only paints onto plane and doesn't create towers of additive shapes
Yesterday
fixed OBB rotation being in the wrong space
Yesterday
codegen
Yesterday
merge from main
4 Days Ago
fixed undo buffer storing in the wrong order when clearing
4 Days Ago
compile fix
4 Days Ago
fixed server leaking marching cubes data
4 Days Ago
undo/redo working, also fixed some tooltips
5 Days Ago
merge from main
5 Days Ago
merge from hit_guides
5 Days Ago
removed all hitguide stuff from BaseSculpture, it all lives in the GUI now
5 Days Ago
multiple hitguide shapes in sculpting gui with basic tempdev materials (fresnel shader doesn't work well with the cube)
5 Days Ago
ripping out on-mesh hit guide MPB stuff
5 Days Ago
server runs marching cubes and generates collider
5 Days Ago
fixed save not working in sculpting
5 Days Ago
missing change
5 Days Ago
further cleanup
5 Days Ago
Fully removed PointGrid3D and associated jobs
5 Days Ago
merge from main
5 Days Ago
removing more unused prefab setup
5 Days Ago
merge from gui_cleanup
5 Days Ago
removing more dead code
5 Days Ago
got the admin panel working for sculptures again
5 Days Ago
removed a bunch of disabled stuff from the dialogue prefab
5 Days Ago
routed saving properly
5 Days Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
6 Days Ago
compile fixes
6 Days Ago
breaking BaseSculpture down into multiple files, getting unmanageable
6 Days Ago
merge from pointgrid_to_sdf
6 Days Ago
small cleanup
6 Days Ago
basic client->server sculpture update, removed serverside carving
6 Days Ago
bake GUI physics on a job thread without blocking
6 Days Ago
basically functional SDF in-GUI sculpting
6 Days Ago
turning tesselation all the way down on the ice block, not needed as badly with the new method
6 Days Ago
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
7 Days Ago
replaced enough of the old point grid into SDF to be able to place it in-game and get the default looking ice block back
7 Days Ago
merge from main
8 Days Ago
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
8 Days Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
8 Days Ago
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
8 Days Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
8 Days Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
8 Days Ago
merge from SeparatePhysicsScenes
11 Days Ago
moved some vertex processing into multi-threaded generation
11 Days Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
11 Days Ago
merge from the correct gui_sculpting branch