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1,581 Commits over 760 Days - 0.09cph!

Today
merge from ragdoll_selfcollision_fix
Today
re-enabled ragdoll<->ragdoll collision
Yesterday
spawning baseplate properly in sculpt ui
Yesterday
adjusted msg length limit
Yesterday
sanity limits on sculpt update rpc msg
Yesterday
check for buffer failure in sculpture update
Yesterday
cleaned up semi-useless chunk prefab
Yesterday
more compile fixes
Yesterday
build compile fix
2 Days Ago
merge from main
2 Days Ago
fixed hardcoded data bounds in admin view
2 Days Ago
updated sculpting menu items
2 Days Ago
assign new pedestal for gui
2 Days Ago
reduced block size to fit pedestal better
2 Days Ago
merge from main
3 Days Ago
improved sculpting ux massively, keeps collider as-is during carve (only updating visuals) so that carving depth doesn't feed into itself or need messy plane logic
3 Days Ago
fix double free on pooled array in sculpting
3 Days Ago
merge from main
4 Days Ago
merge from main
4 Days Ago
more profiling
4 Days Ago
fixed issue of commands writing SDF data directly to the client entity instead of the server - change default value of 0 to mean unitiailized
4 Days Ago
merge from main
4 Days Ago
helper server commands for testing, `basesculpture.applyrandomshapes` and `basesculpture.printcrc` both take optional radius arg
5 Days Ago
refactor SDF data access and modification to alway be via an internal handle so that it can be baked in the background in all cases, stops a nasty stall when loading large numbers of sculptures but also ensures safe access in all cases
5 Days Ago
codegen
5 Days Ago
merge from main
8 Days Ago
initial iteration of a push/pull sculpting tool that's working by smoothstepping existing data, allows you to very smoothly sculpt in a way that feels more like clay modelling than shape-stamping
8 Days Ago
halving quantized max value for stored data, big quality improvement
8 Days Ago
softened temp hitguide materials
8 Days Ago
refactored save/load commands to be serverside operations
8 Days Ago
re-order autosave tick to avoid touching native data while a job is using it
8 Days Ago
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
8 Days Ago
turned the pedestal back on
9 Days Ago
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
9 Days Ago
fixed nasty memory leak with mesh data
9 Days Ago
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
9 Days Ago
fixed issue with sculpture not always initializing, cleaned up naming conventions
9 Days Ago
fixed capsule carve height being doubled
9 Days Ago
more cleanup
9 Days Ago
dead code cleanup
9 Days Ago
re-add rock sculpture to manifest
9 Days Ago
merge from main
9 Days Ago
merge from main
10 Days Ago
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
10 Days Ago
fixed non-interacting single-press interactions triggering SDF rebuild
10 Days Ago
cleanup and fix mesh/material separation between sculpting dialog and entity
10 Days Ago
assigned temp baseplate to rock sculpture
10 Days Ago
merge from main
16 Days Ago
merge from main
18 Days Ago
merge from terrain_ignore_fixes