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508 Commits over 183 Days - 0.12cph!

Yesterday
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
3 Days Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
4 Days Ago
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use - null fields weren't being handled, but a non-serialized GameObjectRef was added in 106912 and tripping up manifest generation
4 Days Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
4 Days Ago
in-editor carving test setup improvements
4 Days Ago
vertex sharing at generation time
5 Days Ago
merge from garage_door_collider_optim
5 Days Ago
compile fix
5 Days Ago
added ClientIOLineParentClampedBounds to manage IO points on garage doors - actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
5 Days Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
5 Days Ago
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
5 Days Ago
dirty SDF sculpting proof of concept, in-editor test setup only
8 Days Ago
super basic in-editor marching cube setup to make experimenting a bit easier
9 Days Ago
test meshes
9 Days Ago
testing setup for fitting marching cubes to mesh
9 Days Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
10 Days Ago
handling item condition properly on ice sculpture deployables
10 Days Ago
made smoothing less aggressive (still destructive, just less so)
10 Days Ago
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
10 Days Ago
drag support across plane defined by first click for all 3 modes - also actually hooked up the clear button to reset the block
10 Days Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
10 Days Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
11 Days Ago
demo implementation of sculpting in painting dialogue - hacky and dirty as hell right now, but enough to try it
11 Days Ago
adjusted gui slider values
11 Days Ago
initial ui sign.update.sculpture prefab variant
12 Days Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
12 Days Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
12 Days Ago
better defaults on sculpting tool data
12 Days Ago
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode - also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
12 Days Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
12 Days Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
12 Days Ago
merge from main
15 Days Ago
initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
16 Days Ago
handling serverside collision with a coarse collider, this disallows shooting through holes made in the sculpture
16 Days Ago
not completing sculpture physics bake in the main thread and instead deferring completion until before the next physics step - drastically reduces impact of sculpting and loading sculptures on the main thread, the bake is generally finished before the frame is finished
16 Days Ago
merge from main
16 Days Ago
ammended sculpture belt switching logic to be less confusing when the sculpture is locked
16 Days Ago
removed material duplicates that are being handled with an mpb in code - only difference is fresnel power being 6.5 instead of 4.5 on one of them, need to check if that's intentional or not
16 Days Ago
hooked up new light setup in code
17 Days Ago
missing cleanup
17 Days Ago
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved - makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
17 Days Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
18 Days Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
18 Days Ago
corrected material initialization logic so emissive material and property is actualy set when loading
18 Days Ago
saving/loading sculpture light settings
18 Days Ago
toast to show if you're trying to edit a sculpture while it's locked
18 Days Ago
any edited sculpture shows picture CornerIcon in UI
19 Days Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
19 Days Ago
merge ice_sculpture->main (server compile fix)
19 Days Ago
server compile fix