1,533 Commits over 760 Days - 0.08cph!
merge from terrain_ignore_fixes
over-fitting basement terrain ignore volumes
over-fitting basement terrain volumes
switched to a strategy pattern to move type switching out of the hot loop
unifying SDF shapes into a single struct
merge from spawn_terrainignore_fix
potential fix for spawning inside TerrainCollisionIgnore not working
added more sculpting shapes, current set is now:
- sphere
- box
- cylinder
- capsule
- cone
- hexagonal prism
RustIcon inspector and picker can render both old and new range of icons
better init state for baseplate
setup baseplate render (toggelable) inside sculpting gui
fixed serialization buffers not being initialized correctly in all cases
got ui2 sculpture admin panel working
disable hit-guide shadow casting
fixed rock sculpture turning into ice on pickup
on-deploy default data fix
minimal rock sculpture prefab setup
axisFromEdge lookup instead of computing it from the stride
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
micro-optims for triangle processing jobs
optimized island cleanup to 0.25x the cost, flat 2 pointer array instead of a NativeQueue and replacing frequent coord->index conversion for index stride offsets
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
merge from bc_better_scaling
frontier hazmat warning spam fix
fixed frontier hazmat skin constraint setup on right side
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
simpler solution using space transformation without creating a new sim-space
- root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability
- root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case)
- also improvements to FrameUpdate overhead
assign proper scaling root to spawned charms in skin viewer
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform
- allows simulation to not be affected by VM-scaling, should be significantly more stable
small transform access usage change
disabled editor-only sync on all bc materials