1,808 Commits over 822 Days - 0.09cph!
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
merge from sprint_shoot_anim_fix
sprint modifier subsystem uses networked attack signals to disable sprint anim instead of local-only data
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
protection setup on rocks and foundations
deformation protection
- pre-baked static protection from topology and spawned rocks
- entity-provided protection from foundations
pefab explosive setup on some weapons
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
merge from hazmat_trophy_fixes
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
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
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
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
manually reverted
161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
cleaned up test scene and meshes
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
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
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
fixed empty procmap scene
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
disabled mip-streaming on sculpture textures, there's no uv coords on the sculptures so the unity path for it exits early anyway
properly handle dialog closing on player death and sculpture destruction
salting the SculptFormat data with the entity ID to avoid collision with default data
Gave sculptures bullet penetration again, but on the right branch
given bullet penetration to sculptures, takes 20% off the damage
added drag handling to the expanded image so you can inspect the sculptures easier
improved admin panel to have continuous click drag instead of buttons, also uses proper material
pull specific pass out of material instead of drawing all passes
small optim for better cache friendliness
first pass on an explicit smoothing tool
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
corrected hexagonal pyramid and cone shape guides not matching
set max brush size limit based on max sculptable bounds
editor-only command to export a sculpture you're looking at as an fbx
replaced icons in sculpting gui
ClipCurve improvements, better screenspace drag and forward-aligned cuts
juggled new tool icons a bit
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
ClipCurve-like tool to drag a line and take a chunk out of the sculpture out with it