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935 Commits over 457 Days - 0.09cph!

11 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)
11 Months Ago
prefab adjustments and cleanup
11 Months Ago
recalculating nrender bounds properly after vertices and indices assignment
11 Months Ago
giving mesh the same name as its entity
11 Months Ago
corrected entity bounds
11 Months Ago
cleanup on carving function
11 Months Ago
merge from main
11 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
11 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)
11 Months Ago
cleanup
11 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
11 Months Ago
reduced per-cube temp allocs
11 Months Ago
converted to use burst and the jobsystem - still needs thought on multithreading, but about a 10x speedup from burst usage already
11 Months Ago
packages burst 1.8.16->1.8.17 collections 2.5.1
11 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
11 Months Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
11 Months Ago
re-enabled flowMovementScale on kayak
11 Months Ago
merge from main
11 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
11 Months Ago
kitbashed ice sculpture stub prefab setup - only diverting damage of allowed type at the moment
11 Months Ago
merge from halloween24
11 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
11 Months Ago
merge from halloween24
11 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)
11 Months Ago
merge from halloween24
11 Months Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
11 Months Ago
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11 Months Ago
client compile fix
11 Months Ago
merge from Halloween24
11 Months Ago
BC: separated origin adjustments between crawling and incapacitated wounded states - stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
11 Months Ago
merge from main/Halloween24
11 Months Ago
BC: handling null player properly in teleport check (player preview)
11 Months Ago
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes - stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender) - exposed LastTeleportTime in BaseMovement for this
11 Months Ago
merge from main/Halloween24
11 Months Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
11 Months Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
11 Months Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
11 Months Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
11 Months Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
11 Months Ago
missing TowingJointBreakDebug file
11 Months Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
11 Months Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
11 Months Ago
fixed negative scale on dracula cape worldmodel collider
11 Months Ago
server-only compile fix
11 Months Ago
client-only compile fixes
11 Months Ago
more towing strength adjustment
11 Months Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
11 Months Ago
halved twoing joint break strength
11 Months Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
11 Months Ago
server compile fix