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1,634 Commits over 760 Days - 0.09cph!

10 Days Ago
fixed missing attribute on event methods breaking undo/redo in build
10 Days Ago
fix minor hitguide issues, doubled up additive cylinder, capsule not matching height
10 Days Ago
setup prefab for pedestal instead of direct reference to model, doesn't get caught in manifest build - built manifest
13 Days Ago
merge from ragdoll_selfcollision_fix
13 Days Ago
re-enabled ragdoll<->ragdoll collision
13 Days Ago
spawning baseplate properly in sculpt ui
13 Days Ago
adjusted msg length limit
13 Days Ago
sanity limits on sculpt update rpc msg
13 Days Ago
check for buffer failure in sculpture update
13 Days Ago
cleaned up semi-useless chunk prefab
14 Days Ago
more compile fixes
14 Days Ago
build compile fix
14 Days Ago
merge from main
14 Days Ago
fixed hardcoded data bounds in admin view
14 Days Ago
updated sculpting menu items
14 Days Ago
assign new pedestal for gui
14 Days Ago
reduced block size to fit pedestal better
14 Days Ago
merge from main
15 Days Ago
improved sculpting ux massively, keeps collider as-is during carve (only updating visuals) so that carving depth doesn't feed into itself or need messy plane logic
15 Days Ago
fix double free on pooled array in sculpting
15 Days Ago
merge from main
16 Days Ago
merge from main
16 Days Ago
more profiling
16 Days Ago
fixed issue of commands writing SDF data directly to the client entity instead of the server - change default value of 0 to mean unitiailized
16 Days Ago
merge from main
16 Days Ago
helper server commands for testing, `basesculpture.applyrandomshapes` and `basesculpture.printcrc` both take optional radius arg
17 Days Ago
refactor SDF data access and modification to alway be via an internal handle so that it can be baked in the background in all cases, stops a nasty stall when loading large numbers of sculptures but also ensures safe access in all cases
17 Days Ago
codegen
17 Days Ago
merge from main
20 Days Ago
initial iteration of a push/pull sculpting tool that's working by smoothstepping existing data, allows you to very smoothly sculpt in a way that feels more like clay modelling than shape-stamping
20 Days Ago
halving quantized max value for stored data, big quality improvement
20 Days Ago
softened temp hitguide materials
20 Days Ago
refactored save/load commands to be serverside operations
20 Days Ago
re-order autosave tick to avoid touching native data while a job is using it
20 Days Ago
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
20 Days Ago
turned the pedestal back on
21 Days Ago
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
21 Days Ago
fixed nasty memory leak with mesh data
21 Days Ago
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
21 Days Ago
fixed issue with sculpture not always initializing, cleaned up naming conventions
21 Days Ago
fixed capsule carve height being doubled
21 Days Ago
more cleanup
21 Days Ago
dead code cleanup
21 Days Ago
re-add rock sculpture to manifest
21 Days Ago
merge from main
21 Days Ago
merge from main
22 Days Ago
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
22 Days Ago
fixed non-interacting single-press interactions triggering SDF rebuild
22 Days Ago
cleanup and fix mesh/material separation between sculpting dialog and entity
22 Days Ago
assigned temp baseplate to rock sculpture