branchrust_reboot/main/sculpturescancel
71 Commits over 30 Days - 0.10cph!
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
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
halving quantized max value for stored data, big quality improvement
softened temp hitguide materials
refactored save/load commands to be serverside operations
re-order autosave tick to avoid touching native data while a job is using it
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
turned the pedestal back on
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
fixed nasty memory leak with mesh data
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
fixed issue with sculpture not always initializing, cleaned up naming conventions
fixed capsule carve height being doubled
re-add rock sculpture to manifest
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
fixed non-interacting single-press interactions triggering SDF rebuild
cleanup and fix mesh/material separation between sculpting dialog and entity
assigned temp baseplate to rock sculpture
switched to a strategy pattern to move type switching out of the hot loop
unifying SDF shapes into a single struct
added more sculpting shapes, current set is now:
- sphere
- box
- cylinder
- capsule
- cone
- hexagonal prism
RustIcon inspector and picker can render both old and new range of icons
better init state for baseplate
setup baseplate render (toggelable) inside sculpting gui
fixed serialization buffers not being initialized correctly in all cases
got ui2 sculpture admin panel working
disable hit-guide shadow casting
fixed rock sculpture turning into ice on pickup
on-deploy default data fix
minimal rock sculpture prefab setup
axisFromEdge lookup instead of computing it from the stride
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
micro-optims for triangle processing jobs