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1,360 Commits over 610 Days - 0.09cph!

1 Year Ago
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1 Year Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
1 Year Ago
dropped explosion force multiplier on catapult by a factor of 10
1 Year Ago
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
1 Year Ago
allowed better validating from the towed vehicle whether it is in a state to be towed - exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
1 Year Ago
using tow anchor transforms for angle testing, not body transform
1 Year Ago
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
1 Year Ago
ensuring towed siege weapons aren't forced to sleep while being towed
1 Year Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
1 Year Ago
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1 Year Ago
tweaked skidding values
1 Year Ago
using pooled lists for disabling client/server collider interaction in-editor
1 Year Ago
adjusted horse physics mat
1 Year Ago
horse skidding behaviour fixes and improvements
1 Year Ago
fixed horse reverse jittering/bouncing
1 Year Ago
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
1 Year Ago
initial chunking from shared sdf set
1 Year Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
1 Year Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
1 Year Ago
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use - null fields weren't being handled, but a non-serialized GameObjectRef was added in 106912 and tripping up manifest generation
1 Year Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
1 Year Ago
in-editor carving test setup improvements
1 Year Ago
vertex sharing at generation time
1 Year Ago
merge from garage_door_collider_optim
1 Year Ago
compile fix
1 Year Ago
added ClientIOLineParentClampedBounds to manage IO points on garage doors - actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
1 Year Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
1 Year Ago
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
1 Year Ago
dirty SDF sculpting proof of concept, in-editor test setup only
1 Year Ago
super basic in-editor marching cube setup to make experimenting a bit easier
1 Year Ago
test meshes
1 Year Ago
testing setup for fitting marching cubes to mesh
1 Year Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
1 Year Ago
handling item condition properly on ice sculpture deployables
1 Year Ago
made smoothing less aggressive (still destructive, just less so)
1 Year Ago
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
1 Year Ago
drag support across plane defined by first click for all 3 modes - also actually hooked up the clear button to reset the block
1 Year Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
1 Year Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
1 Year Ago
demo implementation of sculpting in painting dialogue - hacky and dirty as hell right now, but enough to try it
1 Year Ago
adjusted gui slider values
1 Year Ago
initial ui sign.update.sculpture prefab variant
1 Year Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
1 Year Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
1 Year Ago
better defaults on sculpting tool data
1 Year Ago
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode - also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
1 Year Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
1 Year Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
1 Year Ago
merge from main
1 Year Ago
initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons