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1,808 Commits over 822 Days - 0.09cph!

Today
merge from main
Today
handling deformation with building - deployables have configurable tolerance of error between current deformation and original height - foundations can cover small, but always place casted against the original height of the terrain, disallowed over deep carves
Yesterday
merge from sprint_shoot_anim_fix
Yesterday
sprint modifier subsystem uses networked attack signals to disable sprint anim instead of local-only data
4 Days Ago
mrege from main
5 Days Ago
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
5 Days Ago
protection setup on rocks and foundations
5 Days Ago
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
7 Days Ago
pefab explosive setup on some weapons
7 Days Ago
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
7 Days Ago
merge from hazmat_trophy_fixes
7 Days Ago
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
7 Days Ago
foliage deformation experimental modes 0: invalidate cell and re-place foliage 1: acts as foliage displacement with convar for displacement/depth mod 2: acts as a mask to remove foliage from deformed areas
7 Days Ago
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
8 Days Ago
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
18 Days Ago
manually reverted 161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
20 Days Ago
cleaned up test scene and meshes
21 Days Ago
test scene fluff
21 Days Ago
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
32 Days Ago
helper class cleanup
32 Days Ago
inlined the work of some jobs to stress the job system less, takes another 5s off the time - water evap/accumulate inlined - slope calculation inlined
32 Days Ago
reworked largest erosion job to use an inlined SoA view - reinterpret float array as a float4 in the loop, this lets you to get fully laned SIMD auto-vectorization without needing intrinsics original 47s erosion down to 29s with matching results
33 Days Ago
fixed empty procmap scene
33 Days Ago
converted all jobs to batch by rows instead of pulling XY coordinates out of the flat array's index, fixed some other minor issues 4500 map erosion time down from 47s to 39s
35 Days Ago
merge from main
46 Days Ago
disabled mip-streaming on sculpture textures, there's no uv coords on the sculptures so the unity path for it exits early anyway
47 Days Ago
properly handle dialog closing on player death and sculpture destruction
48 Days Ago
salting the SculptFormat data with the entity ID to avoid collision with default data
48 Days Ago
Gave sculptures bullet penetration again, but on the right branch
48 Days Ago
merge from main
48 Days Ago
given bullet penetration to sculptures, takes 20% off the damage
49 Days Ago
added drag handling to the expanded image so you can inspect the sculptures easier
49 Days Ago
improved admin panel to have continuous click drag instead of buttons, also uses proper material
49 Days Ago
pull specific pass out of material instead of drawing all passes
49 Days Ago
merge from sculptures
49 Days Ago
small optim for better cache friendliness
50 Days Ago
smoothop optim
50 Days Ago
first pass on an explicit smoothing tool
50 Days Ago
limit per-shape max size by what will fit in the bounds of the sculpture, aligning the shape to sculpture-up positions the shape bottom on the surface
50 Days Ago
corrected hexagonal pyramid and cone shape guides not matching
50 Days Ago
set max brush size limit based on max sculptable bounds
50 Days Ago
editor-only command to export a sculpture you're looking at as an fbx
50 Days Ago
replaced icons in sculpting gui
50 Days Ago
ClipCurve improvements, better screenspace drag and forward-aligned cuts
50 Days Ago
merge from main
54 Days Ago
merge from sculptures
54 Days Ago
juggled new tool icons a bit
54 Days Ago
merge from clipcurve
54 Days Ago
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
54 Days Ago
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it