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860 Commits over 457 Days - 0.08cph!

8 Months Ago
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8 Months Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
8 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
8 Months 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
8 Months 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)
8 Months Ago
using tow anchor transforms for angle testing, not body transform
8 Months Ago
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
8 Months Ago
ensuring towed siege weapons aren't forced to sleep while being towed
8 Months Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
8 Months Ago
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8 Months Ago
tweaked skidding values
8 Months Ago
using pooled lists for disabling client/server collider interaction in-editor
8 Months Ago
adjusted horse physics mat
8 Months Ago
horse skidding behaviour fixes and improvements
8 Months Ago
fixed horse reverse jittering/bouncing
8 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
8 Months Ago
initial chunking from shared sdf set
9 Months Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
9 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
9 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
9 Months Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
9 Months Ago
in-editor carving test setup improvements
9 Months Ago
vertex sharing at generation time
9 Months Ago
merge from garage_door_collider_optim
9 Months Ago
compile fix
9 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
9 Months Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
9 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
9 Months Ago
dirty SDF sculpting proof of concept, in-editor test setup only
9 Months Ago
super basic in-editor marching cube setup to make experimenting a bit easier
9 Months Ago
test meshes
9 Months Ago
testing setup for fitting marching cubes to mesh
9 Months Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
9 Months Ago
handling item condition properly on ice sculpture deployables
9 Months Ago
made smoothing less aggressive (still destructive, just less so)
9 Months Ago
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
9 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
9 Months Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
9 Months Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
9 Months Ago
demo implementation of sculpting in painting dialogue - hacky and dirty as hell right now, but enough to try it
9 Months Ago
adjusted gui slider values
9 Months Ago
initial ui sign.update.sculpture prefab variant
9 Months Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
9 Months Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
9 Months Ago
better defaults on sculpting tool data
9 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
9 Months Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
9 Months Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
9 Months Ago
merge from main
9 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