userGriglercancel
branchrust_reboot/main/sculpturescancel

145 Commits over 61 Days - 0.10cph!

54 Days Ago
fixed missing attribute on event methods breaking undo/redo in build
54 Days Ago
fix minor hitguide issues, doubled up additive cylinder, capsule not matching height
54 Days Ago
setup prefab for pedestal instead of direct reference to model, doesn't get caught in manifest build - built manifest
57 Days Ago
spawning baseplate properly in sculpt ui
57 Days Ago
adjusted msg length limit
57 Days Ago
sanity limits on sculpt update rpc msg
57 Days Ago
check for buffer failure in sculpture update
57 Days Ago
cleaned up semi-useless chunk prefab
58 Days Ago
more compile fixes
58 Days Ago
build compile fix
58 Days Ago
merge from main
58 Days Ago
fixed hardcoded data bounds in admin view
58 Days Ago
updated sculpting menu items
58 Days Ago
assign new pedestal for gui
58 Days Ago
reduced block size to fit pedestal better
58 Days Ago
merge from main
59 Days Ago
improved sculpting ux massively, keeps collider as-is during carve (only updating visuals) so that carving depth doesn't feed into itself or need messy plane logic
59 Days Ago
fix double free on pooled array in sculpting
59 Days Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
more profiling
2 Months Ago
fixed issue of commands writing SDF data directly to the client entity instead of the server - change default value of 0 to mean unitiailized
2 Months Ago
merge from main
2 Months Ago
helper server commands for testing, `basesculpture.applyrandomshapes` and `basesculpture.printcrc` both take optional radius arg
2 Months Ago
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
2 Months Ago
codegen
2 Months Ago
merge from main
2 Months 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
2 Months Ago
halving quantized max value for stored data, big quality improvement
2 Months Ago
softened temp hitguide materials
2 Months Ago
refactored save/load commands to be serverside operations
2 Months Ago
re-order autosave tick to avoid touching native data while a job is using it
2 Months Ago
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
2 Months Ago
turned the pedestal back on
2 Months Ago
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
2 Months Ago
fixed nasty memory leak with mesh data
2 Months Ago
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
2 Months Ago
fixed issue with sculpture not always initializing, cleaned up naming conventions
2 Months Ago
fixed capsule carve height being doubled
2 Months Ago
more cleanup
2 Months Ago
dead code cleanup
2 Months Ago
re-add rock sculpture to manifest
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
2 Months Ago
fixed non-interacting single-press interactions triggering SDF rebuild
2 Months Ago
cleanup and fix mesh/material separation between sculpting dialog and entity
2 Months Ago
assigned temp baseplate to rock sculpture
2 Months Ago
merge from main
2 Months Ago
merge from main