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811 Commits over 395 Days - 0.09cph!

6 Months Ago
fixed horse reverse jittering/bouncing
6 Months 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
6 Months Ago
initial chunking from shared sdf set
7 Months Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
7 Months 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
7 Months 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
7 Months Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
7 Months Ago
in-editor carving test setup improvements
7 Months Ago
vertex sharing at generation time
7 Months Ago
merge from garage_door_collider_optim
7 Months Ago
compile fix
7 Months 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
7 Months Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
7 Months 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
7 Months Ago
dirty SDF sculpting proof of concept, in-editor test setup only
7 Months Ago
super basic in-editor marching cube setup to make experimenting a bit easier
7 Months Ago
test meshes
7 Months Ago
testing setup for fitting marching cubes to mesh
7 Months Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
7 Months Ago
handling item condition properly on ice sculpture deployables
7 Months Ago
made smoothing less aggressive (still destructive, just less so)
7 Months Ago
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
7 Months Ago
drag support across plane defined by first click for all 3 modes - also actually hooked up the clear button to reset the block
7 Months Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
7 Months Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
7 Months Ago
demo implementation of sculpting in painting dialogue - hacky and dirty as hell right now, but enough to try it
7 Months Ago
adjusted gui slider values
7 Months Ago
initial ui sign.update.sculpture prefab variant
7 Months Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
7 Months Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
7 Months Ago
better defaults on sculpting tool data
7 Months 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
7 Months Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
7 Months Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
7 Months Ago
merge from main
7 Months 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
7 Months Ago
handling serverside collision with a coarse collider, this disallows shooting through holes made in the sculpture
7 Months Ago
not completing sculpture physics bake in the main thread and instead deferring completion until before the next physics step - drastically reduces impact of sculpting and loading sculptures on the main thread, the bake is generally finished before the frame is finished
7 Months Ago
merge from main
7 Months Ago
ammended sculpture belt switching logic to be less confusing when the sculpture is locked
7 Months Ago
removed material duplicates that are being handled with an mpb in code - only difference is fresnel power being 6.5 instead of 4.5 on one of them, need to check if that's intentional or not
7 Months Ago
hooked up new light setup in code
7 Months Ago
missing cleanup
7 Months Ago
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved - makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
7 Months Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
7 Months Ago
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
7 Months Ago
corrected material initialization logic so emissive material and property is actualy set when loading
7 Months Ago
saving/loading sculpture light settings
7 Months Ago
toast to show if you're trying to edit a sculpture while it's locked
7 Months Ago
any edited sculpture shows picture CornerIcon in UI