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1,211 Commits over 518 Days - 0.10cph!

Today
fixed undo buffer storing in the wrong order when clearing
Today
compile fix
Today
fixed server leaking marching cubes data
Today
undo/redo working, also fixed some tooltips
Yesterday
merge from main
Yesterday
merge from hit_guides
Yesterday
removed all hitguide stuff from BaseSculpture, it all lives in the GUI now
Yesterday
multiple hitguide shapes in sculpting gui with basic tempdev materials (fresnel shader doesn't work well with the cube)
Yesterday
ripping out on-mesh hit guide MPB stuff
Yesterday
server runs marching cubes and generates collider
Yesterday
fixed save not working in sculpting
Yesterday
missing change
Yesterday
further cleanup
Yesterday
Fully removed PointGrid3D and associated jobs
Yesterday
merge from main
Yesterday
removing more unused prefab setup
Yesterday
merge from gui_cleanup
Yesterday
removing more dead code
Yesterday
got the admin panel working for sculptures again
Yesterday
removed a bunch of disabled stuff from the dialogue prefab
Yesterday
routed saving properly
Yesterday
removed some leftover signui stuff, float values used for sizing as it now supports that
2 Days Ago
compile fixes
2 Days Ago
breaking BaseSculpture down into multiple files, getting unmanageable
2 Days Ago
merge from pointgrid_to_sdf
2 Days Ago
small cleanup
2 Days Ago
basic client->server sculpture update, removed serverside carving
3 Days Ago
bake GUI physics on a job thread without blocking
3 Days Ago
basically functional SDF in-GUI sculpting
3 Days Ago
turning tesselation all the way down on the ice block, not needed as badly with the new method
3 Days Ago
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
3 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
4 Days Ago
merge from main
4 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
4 Days Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
4 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
4 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
5 Days Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
5 Days Ago
merge from SeparatePhysicsScenes
7 Days Ago
moved some vertex processing into multi-threaded generation
7 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)
8 Days Ago
merge from the correct gui_sculpting branch
8 Days Ago
merge from sdf_sculpting
8 Days Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
8 Days Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
8 Days Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
8 Days Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
9 Days Ago
cleanup
9 Days Ago
trying to make sense of shit code I wrote a year ago