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811 Commits over 395 Days - 0.09cph!

8 Months Ago
deferred mesh simplification - sculpture waits for a period of inactivity to schedule mesh simplification - mesh simplification is run in a background thread, while the unoptimised mesh is displayed immediately - handles multiple enqueued simplification requests with job dependencies, preferring wasted background computation over main thread blocking
8 Months Ago
fixed compile errors
8 Months Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
8 Months Ago
re-added early exit on flipped check loop
8 Months Ago
minor cleanup and crunching meshes down for 20% reduction
8 Months Ago
reduce vertex lookups in simplification
8 Months Ago
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls - 75% perf improvement
8 Months Ago
more cleanup, profiling, and some micro optim
8 Months Ago
cherry pick carve radius change
8 Months Ago
dropped carve radius for testing
8 Months Ago
missing readonly access
8 Months Ago
cleanup and correct ref access to ref readonly access where appropriate
8 Months Ago
set wip material as current ice material
8 Months Ago
added playground.sculptures test scene with its own filestorage db to store the sculpture data
8 Months Ago
server handles decoding saved sculptures from disk properly
8 Months Ago
made server file storage a convar - default behaviour retained
8 Months Ago
added playground.sculputres.sav TestSave - grid of some differently carved sculptures for material testing
8 Months Ago
merge from main
8 Months Ago
sculpture serialization - added FileStorage type for sculpture data (lz4 compressed) - changed sculpting data flow so changes are made on the server and then retrieved by the client
8 Months Ago
cleanup
8 Months Ago
merge from main
8 Months Ago
dropped block scale a little
8 Months Ago
switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
8 Months Ago
showing some visual feedback on where player will chip into the sculpture if they're holding a weapon with a compatible damage type (just ddraw for now)
8 Months Ago
prefab adjustments and cleanup
8 Months Ago
recalculating nrender bounds properly after vertices and indices assignment
8 Months Ago
giving mesh the same name as its entity
8 Months Ago
corrected entity bounds
8 Months Ago
cleanup on carving function
8 Months Ago
merge from main
8 Months Ago
sculpting progress - corrected offset to align pivot to bottom of block - basic carving, takes a small radius chunk out on-hit with piercing damage - corrected mesh update to clear previous data correctly - corrected physics mesh bake to assign collider back correctly
8 Months Ago
sculpture changes and cleanup - controls for scaling and offset - mesh collider has correct mesh assigned - removed rpc for switching between native/managed (only native now)
8 Months Ago
cleanup
8 Months Ago
introduced manager class that allows marching cubes to be enqueued and then processed in parallel (only iterating and processing thoses that have requested it) - parallelises the marching between systems - parallelises the physics mesh baking across job threads as well
8 Months Ago
reduced per-cube temp allocs
8 Months Ago
converted to use burst and the jobsystem - still needs thought on multithreading, but about a 10x speedup from burst usage already
8 Months Ago
packages burst 1.8.16->1.8.17 collections 2.5.1
8 Months Ago
further marching cubes work - separating sculpting data from marching cubes view through a sampling interface - pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup) - some vertex generation changes that would let us interpret non-boolean datasets better
8 Months Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
8 Months Ago
re-enabled flowMovementScale on kayak
8 Months Ago
merge from main
9 Months Ago
slow and greedy starting point for marching cubes - not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
9 Months Ago
kitbashed ice sculpture stub prefab setup - only diverting damage of allowed type at the moment
9 Months Ago
merge from halloween24
9 Months Ago
BC: fixing cloth flinging away with large rotation changes - changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better - made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density - brought the floor up on the dracula cape damping curve slightly
9 Months Ago
merge from halloween24
9 Months Ago
wearables do proper bone retargetting in the skin viewer - fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible)
9 Months Ago
merge from halloween24
9 Months Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)