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730 Commits over 334 Days - 0.09cph!

6 Months 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
6 Months 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)
6 Months Ago
cleanup
6 Months 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
6 Months Ago
reduced per-cube temp allocs
6 Months Ago
converted to use burst and the jobsystem - still needs thought on multithreading, but about a 10x speedup from burst usage already
6 Months Ago
packages burst 1.8.16->1.8.17 collections 2.5.1
6 Months 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
6 Months Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
6 Months Ago
re-enabled flowMovementScale on kayak
6 Months Ago
merge from main
6 Months 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
6 Months Ago
kitbashed ice sculpture stub prefab setup - only diverting damage of allowed type at the moment
6 Months Ago
merge from halloween24
6 Months 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
6 Months Ago
merge from halloween24
6 Months 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)
6 Months Ago
merge from halloween24
6 Months Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
6 Months Ago
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7 Months Ago
client compile fix
7 Months Ago
merge from Halloween24
7 Months 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)
7 Months Ago
merge from main/Halloween24
7 Months Ago
BC: handling null player properly in teleport check (player preview)
7 Months 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
7 Months Ago
merge from main/Halloween24
7 Months Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
7 Months Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
7 Months Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
7 Months 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
7 Months Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
7 Months Ago
missing TowingJointBreakDebug file
7 Months Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
7 Months Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
7 Months Ago
fixed negative scale on dracula cape worldmodel collider
7 Months Ago
server-only compile fix
7 Months Ago
client-only compile fixes
7 Months Ago
more towing strength adjustment
7 Months Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
7 Months Ago
halved twoing joint break strength
7 Months Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
7 Months Ago
server compile fix
7 Months Ago
merge from ghost_sheet_fixes
7 Months Ago
set bike and horse mountables to animate cloth in worldspace
7 Months Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
7 Months Ago
reduced wind shader values on GhostSheet material
7 Months Ago
merge from Halloween24/ghost_sheet_fixes - fixed sheet exploding when mounting - other small config changes to help collision and mounting movement
7 Months Ago
adjusted some bc config values for max origin delta and collision cast directions
7 Months Ago
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)