branchrust_reboot/main/ice_sculpturescancel
132 Commits over 61 Days - 0.09cph!
super basic in-editor marching cube setup to make experimenting a bit easier
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
handling item condition properly on ice sculpture deployables
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
better defaults on sculpting tool data
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
added additive mode for tools that puts ice back - only on the ice pick right now for testing
initial smoothing from water splashes
- can't splash with sprinklers (too high amount requirement)
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
handling serverside collision with a coarse collider, this disallows shooting through holes made in the sculpture
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
ammended sculpture belt switching logic to be less confusing when the sculpture is locked
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
hooked up new light setup in code
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
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
corrected material initialization logic so emissive material and property is actualy set when loading
saving/loading sculpture light settings
toast to show if you're trying to edit a sculpture while it's locked
any edited sculpture shows picture CornerIcon in UI
colour picker fixes/cleanup
- added support for multiple renderers
- using MaterialPropertyBlock rather than Material
- deleted per-colour materials other than on/off variants
merge from main (needs codegen)
basic IO setup of sculpture - temp port positions, can just use On flag to toggle lights
block impact fx hooked up properly (ice sprays ice, wood sprays wood)
assigned impact effect to WIP effect
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sculpting doesn't consume item condition
Sculptures respect the Hide/Censor Signs setting
added more controls to ugc panel for sculptures
support for sculpture in ugc admin panel
- command buffer mesh render of the data into an RT, arrow buttons to rotate around it and render from different angles
- needs some more extensions to the file format to handle different grid sizes and density (need this for futureproofing anyway)
corrected carving bounds check - big performance gain
added ice block to iconrender scene's ice sculpture
fixed colliders on sculpture that were blocking some placement and block upgrades
updated ice sculpture icon
- updated render scene as it needs custom tweaking to get an icon rendered
re-baked construction guide mesh