1,581 Commits over 760 Days - 0.09cph!
merge from ragdoll_selfcollision_fix
re-enabled ragdoll<->ragdoll collision
spawning baseplate properly in sculpt ui
adjusted msg length limit
sanity limits on sculpt update rpc msg
check for buffer failure in sculpture update
cleaned up semi-useless chunk prefab
fixed hardcoded data bounds in admin view
updated sculpting menu items
assign new pedestal for gui
reduced block size to fit pedestal better
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
fix double free on pooled array in sculpting
fixed issue of commands writing SDF data directly to the client entity instead of the server
- change default value of 0 to mean unitiailized
helper server commands for testing, `basesculpture.applyrandomshapes` and `basesculpture.printcrc` both take optional radius arg
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
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
halving quantized max value for stored data, big quality improvement
softened temp hitguide materials
refactored save/load commands to be serverside operations
re-order autosave tick to avoid touching native data while a job is using it
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
turned the pedestal back on
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
fixed nasty memory leak with mesh data
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
fixed issue with sculpture not always initializing, cleaned up naming conventions
fixed capsule carve height being doubled
re-add rock sculpture to manifest
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
fixed non-interacting single-press interactions triggering SDF rebuild
cleanup and fix mesh/material separation between sculpting dialog and entity
assigned temp baseplate to rock sculpture
merge from terrain_ignore_fixes