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1,585 Commits over 760 Days - 0.09cph!

Today
handle rare drag-on-open NRE
Today
fixed missing attribute on event methods breaking undo/redo in build
Today
fix minor hitguide issues, doubled up additive cylinder, capsule not matching height
Today
setup prefab for pedestal instead of direct reference to model, doesn't get caught in manifest build - built manifest
4 Days Ago
merge from ragdoll_selfcollision_fix
4 Days Ago
re-enabled ragdoll<->ragdoll collision
4 Days Ago
spawning baseplate properly in sculpt ui
4 Days Ago
adjusted msg length limit
4 Days Ago
sanity limits on sculpt update rpc msg
4 Days Ago
check for buffer failure in sculpture update
4 Days Ago
cleaned up semi-useless chunk prefab
4 Days Ago
more compile fixes
5 Days Ago
build compile fix
5 Days Ago
merge from main
5 Days Ago
fixed hardcoded data bounds in admin view
5 Days Ago
updated sculpting menu items
5 Days Ago
assign new pedestal for gui
5 Days Ago
reduced block size to fit pedestal better
5 Days Ago
merge from main
6 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
6 Days Ago
fix double free on pooled array in sculpting
6 Days Ago
merge from main
6 Days Ago
merge from main
6 Days Ago
more profiling
6 Days 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
7 Days Ago
merge from main
7 Days Ago
helper server commands for testing, `basesculpture.applyrandomshapes` and `basesculpture.printcrc` both take optional radius arg
8 Days 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
8 Days Ago
codegen
8 Days Ago
merge from main
10 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
10 Days Ago
halving quantized max value for stored data, big quality improvement
11 Days Ago
softened temp hitguide materials
11 Days Ago
refactored save/load commands to be serverside operations
11 Days Ago
re-order autosave tick to avoid touching native data while a job is using it
11 Days Ago
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
11 Days Ago
turned the pedestal back on
11 Days Ago
placeholder assets for HitGuide on all carve shapes - cone and capsule pretty shit
12 Days Ago
fixed nasty memory leak with mesh data
12 Days Ago
refactored mesh data to be written directly with the native API and calculate normals ourselves, removes another gross mainthread bottleneck
12 Days Ago
fixed issue with sculpture not always initializing, cleaned up naming conventions
12 Days Ago
fixed capsule carve height being doubled
12 Days Ago
more cleanup
12 Days Ago
dead code cleanup
12 Days Ago
re-add rock sculpture to manifest
12 Days Ago
merge from main
12 Days Ago
merge from main
12 Days Ago
SDF generation from shape modifications is done in the background as well, sculpting has near-zero mainthread cost now
12 Days Ago
fixed non-interacting single-press interactions triggering SDF rebuild
12 Days Ago
cleanup and fix mesh/material separation between sculpting dialog and entity