1,639 Commits over 760 Days - 0.09cph!
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
refactored out persistent vertices/indices in the generator for TempJob allocated lists, virtually free and allows parallel LOD marches
initial LOD setup - using box sampling at mip levels to generate meshes from the same data using smaller grids, only generating 2 lods because it turns to nothing after that many. Can get tri count in the region of 9k->2k->0.2k
merge from terrain_anchor_tooling
TerrainAnchorRingGenerator tool to set up better rock prefab terrain anchors
- generates a silhouette ring of arbitrary set of meshes in prefab and then projects points onto it to get anchor placement with configurable backoff and spacing
merge from boat_foundation_clipping_improv
increase hull eject velocity
configured trigger hurt scaling on boat foundations
added optional behaviour to TriggerHurtNotChild to scale damage by another multiplier, lerped on a heavily appoximated distance from the edge of the trigger to the center (better on smaller volumes)
clamp min damage multiplier on playerboat hurt triggers for better low-speed behaviour
removed old wrong sculpting tooltip
changed SculptingToolData from mono to static helper class
rewmoving now-redundant SculptingToolData PrefabAttribute
mark ice sculpture as hidden
cleaned up tooltips and icons a bit in the sculpting gui
adjust push velocity for short time after sculpture edit
overlap censor bounds to avoid nasty visible grid