branchrust_reboot/main/BurstClothTestbedcancel
56 Commits over 30 Days - 0.08cph!
undoing some unintentional changes from merges
added default materials for chain/spring/cloth
got rid of noisy rotation constraint gizmo
adjust origin of clothsim on diver ak VM
rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
configured ghostsheet with default length constraints
added default length constraint to be used by all bones without their own (before this allowed for full compression, which almost always gives bad results)
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resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
pickaxe chain controller LODing
min/max length constraints respected properly and slightly reduced precision in collision detection
corrected LODing on cloth controllers for ghostsheet
Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
some chain material setups
fixed wrong rotation constraint axis being used for one of the limits
basic gizmos on constraints
fixed length modifier and gravity on capes
ghostsheet setup, split bone controllers for better collision control
improved edit-time gizmos so you can see colliders and constraint setups
split gizmos between configuration and playmode
cloth changes
- filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases
- made sibling constarints a bit stricter
constraint tuning
- sibling linear constraints are directonal, taking the average of the orientation between them
- parent receives half the constraint easing as well
- tuned some cloth materials for these changes
converting rotation constraints to radians when processed
drop tickrate on some cloth assets
contacts are found once at the beginning of the tick and solved alongside distance constraints
Separated rotation constraint data from bone data
improved collision responses to be resolved positionally without adding velocity into the system
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
reduced max tick rate on cloth
simplifying burst cloth in prep for separation as jiggle-only solution
- position based dynamics, with hard rotation constraints
- configurable relaxation factors to allow for artist control over bounciness of constraints
switch to velocity verlet integration
hitbox gizmos match their actual size
more burst cloth
- changed integration method
- reduced position and orientation to a single spring value each, collision still managed with separate spring
- cleaned up unused cloth material properties
further burstcloth modifications
- collisions resolved with spring forces
- added dirty broadphase to collision resolving
- capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count
- added collections packaged for better native containers
some initial balanced values for some cloth assets