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866 Commits over 457 Days - 0.08cph!

10 Months Ago
updated guide mesh
10 Months Ago
added guide mesh for ice sculpture and a tool to generate one
10 Months Ago
merge from main
10 Months Ago
properly disposing native structures in-editor when stopping play in editor
10 Months Ago
merge from native_mesh_simplification
10 Months Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
10 Months Ago
not trying to simplify the mesh to 10% anymore
10 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
10 Months Ago
fixed compile errors
10 Months Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
10 Months Ago
re-added early exit on flipped check loop
10 Months Ago
minor cleanup and crunching meshes down for 20% reduction
10 Months Ago
reduce vertex lookups in simplification
10 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
10 Months Ago
more cleanup, profiling, and some micro optim
10 Months Ago
cherry pick carve radius change
10 Months Ago
dropped carve radius for testing
10 Months Ago
missing readonly access
10 Months Ago
cleanup and correct ref access to ref readonly access where appropriate
10 Months Ago
set wip material as current ice material
10 Months Ago
added playground.sculptures test scene with its own filestorage db to store the sculpture data
10 Months Ago
server handles decoding saved sculptures from disk properly
10 Months Ago
made server file storage a convar - default behaviour retained
10 Months Ago
added playground.sculputres.sav TestSave - grid of some differently carved sculptures for material testing
10 Months Ago
merge from main
10 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
10 Months Ago
cleanup
10 Months Ago
merge from main
10 Months Ago
dropped block scale a little
10 Months Ago
switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
10 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)
10 Months Ago
prefab adjustments and cleanup
10 Months Ago
recalculating nrender bounds properly after vertices and indices assignment
10 Months Ago
giving mesh the same name as its entity
10 Months Ago
corrected entity bounds
10 Months Ago
cleanup on carving function
10 Months Ago
merge from main
10 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
10 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)
10 Months Ago
cleanup
10 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
10 Months Ago
reduced per-cube temp allocs
10 Months Ago
converted to use burst and the jobsystem - still needs thought on multithreading, but about a 10x speedup from burst usage already
10 Months Ago
packages burst 1.8.16->1.8.17 collections 2.5.1
10 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
10 Months Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
10 Months Ago
re-enabled flowMovementScale on kayak
10 Months Ago
merge from main
10 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