userGriglercancel
branchrust_reboot/main/sculpturescancel

71 Commits over 30 Days - 0.10cph!

Today
refactor SDF data access and modification to alway be via an internal handle so that it can be baked in the background in all cases, stops a nasty stall when loading large numbers of sculptures but also ensures safe access in all cases
Today
codegen
Today
merge from main
3 Days Ago
initial iteration of a push/pull sculpting tool that's working by smoothstepping existing data, allows you to very smoothly sculpt in a way that feels more like clay modelling than shape-stamping
3 Days Ago
halving quantized max value for stored data, big quality improvement
3 Days Ago
softened temp hitguide materials
4 Days Ago
refactored save/load commands to be serverside operations
4 Days Ago
re-order autosave tick to avoid touching native data while a job is using it
4 Days Ago
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
4 Days Ago
turned the pedestal back on
4 Days Ago
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
4 Days Ago
fixed nasty memory leak with mesh data
4 Days Ago
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
5 Days Ago
fixed issue with sculpture not always initializing, cleaned up naming conventions
5 Days Ago
fixed capsule carve height being doubled
5 Days Ago
more cleanup
5 Days Ago
dead code cleanup
5 Days Ago
re-add rock sculpture to manifest
5 Days Ago
merge from main
5 Days Ago
merge from main
5 Days Ago
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
5 Days Ago
fixed non-interacting single-press interactions triggering SDF rebuild
5 Days Ago
cleanup and fix mesh/material separation between sculpting dialog and entity
6 Days Ago
assigned temp baseplate to rock sculpture
6 Days Ago
merge from main
11 Days Ago
merge from main
17 Days Ago
switched to a strategy pattern to move type switching out of the hot loop
17 Days Ago
unifying SDF shapes into a single struct
19 Days Ago
added more sculpting shapes, current set is now: - sphere - box - cylinder - capsule - cone - hexagonal prism
19 Days Ago
RustIcon inspector and picker can render both old and new range of icons
19 Days Ago
better init state for baseplate
19 Days Ago
setup baseplate render (toggelable) inside sculpting gui
20 Days Ago
carve mode hotkeys
20 Days Ago
fixed serialization buffers not being initialized correctly in all cases
22 Days Ago
merge from main
27 Days Ago
merge from main
27 Days Ago
got ui2 sculpture admin panel working
27 Days Ago
disable hit-guide shadow casting
27 Days Ago
dev rock mat
27 Days Ago
fixed rock sculpture turning into ice on pickup
27 Days Ago
on-deploy default data fix
27 Days Ago
minimal rock sculpture prefab setup
27 Days Ago
buffer missuse fixes
28 Days Ago
axisFromEdge lookup instead of computing it from the stride
28 Days Ago
array length correction
28 Days Ago
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
28 Days Ago
merge from main
29 Days Ago
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
29 Days Ago
cleanup
29 Days Ago
micro-optims for triangle processing jobs