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1,211 Commits over 518 Days - 0.10cph!

Yesterday
fixed undo buffer storing in the wrong order when clearing
Yesterday
compile fix
Yesterday
fixed server leaking marching cubes data
Yesterday
undo/redo working, also fixed some tooltips
2 Days Ago
merge from main
2 Days Ago
merge from hit_guides
2 Days Ago
removed all hitguide stuff from BaseSculpture, it all lives in the GUI now
2 Days Ago
multiple hitguide shapes in sculpting gui with basic tempdev materials (fresnel shader doesn't work well with the cube)
2 Days Ago
ripping out on-mesh hit guide MPB stuff
2 Days Ago
server runs marching cubes and generates collider
2 Days Ago
fixed save not working in sculpting
2 Days Ago
missing change
2 Days Ago
further cleanup
2 Days Ago
Fully removed PointGrid3D and associated jobs
2 Days Ago
merge from main
2 Days Ago
removing more unused prefab setup
2 Days Ago
merge from gui_cleanup
2 Days Ago
removing more dead code
2 Days Ago
got the admin panel working for sculptures again
2 Days Ago
removed a bunch of disabled stuff from the dialogue prefab
3 Days Ago
routed saving properly
3 Days Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
3 Days Ago
compile fixes
3 Days Ago
breaking BaseSculpture down into multiple files, getting unmanageable
3 Days Ago
merge from pointgrid_to_sdf
3 Days Ago
small cleanup
3 Days Ago
basic client->server sculpture update, removed serverside carving
3 Days Ago
bake GUI physics on a job thread without blocking
3 Days Ago
basically functional SDF in-GUI sculpting
4 Days Ago
turning tesselation all the way down on the ice block, not needed as badly with the new method
4 Days Ago
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
4 Days Ago
replaced enough of the old point grid into SDF to be able to place it in-game and get the default looking ice block back
4 Days Ago
merge from main
5 Days Ago
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
5 Days Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
5 Days Ago
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
5 Days Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
5 Days Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
6 Days Ago
merge from SeparatePhysicsScenes
8 Days Ago
moved some vertex processing into multi-threaded generation
8 Days Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
8 Days Ago
merge from the correct gui_sculpting branch
8 Days Ago
merge from sdf_sculpting
9 Days Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
9 Days Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
9 Days Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
9 Days Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
9 Days Ago
cleanup
9 Days Ago
trying to make sense of shit code I wrote a year ago