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926 Commits over 457 Days - 0.08cph!

10 Months Ago
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10 Months Ago
cherrypicking aux2 ice_sculpture fixes
10 Months Ago
added sculptor test inventory
10 Months Ago
sculpt data is attached to the item with an associated entity when a sculpture is picked up, not just lost and reset - guide still displays default data at the moment
10 Months Ago
handling ground destruction properly
10 Months Ago
restricting placement to constructions
10 Months Ago
updated crafting ingredients
10 Months Ago
fix realmed remove on sculpture
10 Months Ago
added ice sculpture wip icon - saving IconRender scene as it needs some setup for icon rendering
10 Months Ago
removed sign/pumpkin panel from sculpture item
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)