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1,296 Commits over 548 Days - 0.10cph!

1 Year Ago
set wip material as current ice material
1 Year Ago
added playground.sculptures test scene with its own filestorage db to store the sculpture data
1 Year Ago
server handles decoding saved sculptures from disk properly
1 Year Ago
made server file storage a convar - default behaviour retained
1 Year Ago
added playground.sculputres.sav TestSave - grid of some differently carved sculptures for material testing
1 Year Ago
merge from main
1 Year 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
1 Year Ago
cleanup
1 Year Ago
merge from main
1 Year Ago
dropped block scale a little
1 Year Ago
switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
1 Year 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)
1 Year Ago
prefab adjustments and cleanup
1 Year Ago
recalculating nrender bounds properly after vertices and indices assignment
1 Year Ago
giving mesh the same name as its entity
1 Year Ago
corrected entity bounds
1 Year Ago
cleanup on carving function
1 Year Ago
merge from main
1 Year 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
1 Year 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)
1 Year Ago
cleanup
1 Year 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
1 Year Ago
reduced per-cube temp allocs
1 Year Ago
converted to use burst and the jobsystem - still needs thought on multithreading, but about a 10x speedup from burst usage already
1 Year Ago
packages burst 1.8.16->1.8.17 collections 2.5.1
1 Year 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
1 Year Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
1 Year Ago
re-enabled flowMovementScale on kayak
1 Year Ago
merge from main
1 Year 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
1 Year Ago
kitbashed ice sculpture stub prefab setup - only diverting damage of allowed type at the moment
1 Year Ago
merge from halloween24
1 Year 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
1 Year Ago
merge from halloween24
1 Year 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)
1 Year Ago
merge from halloween24
1 Year Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
1 Year Ago
▍▌▅▉▍▆▄▄ █▍▍▌ █▇▄▊█ ▉▅▇▅██▄▉ █▆ ▄▄▅▌ ▄▋ ▍█▅▊▇ ▋▆▄ ▌▋▅ ▌▆▆▅▌▆█▌▊▇ ▅▉▇▄▍▉▍▍ - ▍▇▅▌▅▉▍▌▍ ▄▋ ▍▇▇▊▇ ▆▆ ▅▄▆▌▊▄ ▇█ ▌▌ ▋▊█▆▆▄▌ █▍▍▅▋▆▍▆▇ ▄▋▄ ▋▍▄▋▋ ▇▌ ▊▅▊▅▉▊▊▅ ▅▇▊▉ ▊▆█▅▇ ▇▄▇▌▇▉▇ ▍▉▇▄▍▊▌▋ ▌▇█ ▊▌ ▌▇█▅▄▌▍ ▊▉▄ ▋▆▋▋█▊ ▄▍▇▊ ▆▅▍▇▉▅ (██▍▊▇▌▌▆ █▍▊ ▆▋▉▉▋█▉▊ ▋▅ ▍▇▄ ▌▇▄▍▊▋ ▇▅▉▍ ██▊▌▋▍█ ▉▆ ▉▄▌▆ ▌▄▉▊█▋▋▄█▄)
1 Year Ago
client compile fix
1 Year Ago
merge from Halloween24
1 Year 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)
1 Year Ago
merge from main/Halloween24
1 Year Ago
BC: handling null player properly in teleport check (player preview)
1 Year 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
1 Year Ago
merge from main/Halloween24
1 Year Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
1 Year Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
1 Year Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
1 Year 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
1 Year Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board