1,659 Commits over 791 Days - 0.09cph!
disabled mip-streaming on sculpture textures, there's no uv coords on the sculptures so the unity path for it exits early anyway
properly handle dialog closing on player death and sculpture destruction
salting the SculptFormat data with the entity ID to avoid collision with default data
Gave sculptures bullet penetration again, but on the right branch
given bullet penetration to sculptures, takes 20% off the damage
added drag handling to the expanded image so you can inspect the sculptures easier
improved admin panel to have continuous click drag instead of buttons, also uses proper material
pull specific pass out of material instead of drawing all passes
small optim for better cache friendliness
first pass on an explicit smoothing tool
limit per-shape max size by what will fit in the bounds of the sculpture, aligning the shape to sculpture-up positions the shape bottom on the surface
corrected hexagonal pyramid and cone shape guides not matching
set max brush size limit based on max sculptable bounds
editor-only command to export a sculpture you're looking at as an fbx
replaced icons in sculpting gui
ClipCurve improvements, better screenspace drag and forward-aligned cuts
juggled new tool icons a bit
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it
merge from ocean_sim_waterlevel_trace_fix
OceanSimulation traces take proper account of the sea level, was previously assumed 0
clamped rotate option takes the larger rotation axis and clamps to that one, both on duck input
slab tool to cut out a full rectangular slab out of the sculpture
rotate on plane option in sculpting gui bound to duck while rotating
nre guard push collider adjustment
tightened up sculpture placement sockets
regenerated and updated rock sculpture guide mesh
added `basesculpture.useconvexcolliders` replicated convar as a safety net, may overfit some setups but will always patch holes in the sculpture
enforce mesh renderer is enabled in sculpting gui always
final grid resolution set for rock sculpture
small gizmo and editor command fixes
new hit guide fixes
- changed depth texture used
- small negative scale offset to stop flash of z-fighting on single carve
- reduced line distance so it's more consistent with small carve radius
- turned off old ripples
reworked smoothness/hardness of the SDF brush to be relative brush size so it's more consistent, also increased max strength so it might feel touchy if you only do 0 or 1
assigned concrete physics mat to block
merge from sculptures/lods