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1,665 Commits over 791 Days - 0.09cph!

9 Months Ago
codegen
9 Months Ago
merge from main
9 Months Ago
fixed undo buffer storing in the wrong order when clearing
9 Months Ago
compile fix
9 Months Ago
fixed server leaking marching cubes data
9 Months Ago
undo/redo working, also fixed some tooltips
9 Months Ago
merge from main
9 Months Ago
merge from hit_guides
9 Months Ago
removed all hitguide stuff from BaseSculpture, it all lives in the GUI now
9 Months Ago
multiple hitguide shapes in sculpting gui with basic tempdev materials (fresnel shader doesn't work well with the cube)
9 Months Ago
ripping out on-mesh hit guide MPB stuff
9 Months Ago
server runs marching cubes and generates collider
9 Months Ago
fixed save not working in sculpting
9 Months Ago
missing change
9 Months Ago
further cleanup
9 Months Ago
Fully removed PointGrid3D and associated jobs
9 Months Ago
merge from main
9 Months Ago
removing more unused prefab setup
9 Months Ago
merge from gui_cleanup
9 Months Ago
removing more dead code
9 Months Ago
got the admin panel working for sculptures again
9 Months Ago
removed a bunch of disabled stuff from the dialogue prefab
9 Months Ago
routed saving properly
9 Months Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
9 Months Ago
compile fixes
9 Months Ago
breaking BaseSculpture down into multiple files, getting unmanageable
9 Months Ago
merge from pointgrid_to_sdf
9 Months Ago
small cleanup
9 Months Ago
basic client->server sculpture update, removed serverside carving
9 Months Ago
bake GUI physics on a job thread without blocking
9 Months Ago
basically functional SDF in-GUI sculpting
9 Months Ago
turning tesselation all the way down on the ice block, not needed as badly with the new method
9 Months Ago
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
9 Months Ago
replaced enough of the old point grid into SDF to be able to place it in-game and get the default looking ice block back
9 Months Ago
merge from main
10 Months Ago
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
10 Months Ago
10 Months Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
10 Months Ago
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
10 Months Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
10 Months Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
10 Months Ago
merge from SeparatePhysicsScenes
10 Months Ago
moved some vertex processing into multi-threaded generation
10 Months Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
10 Months Ago
merge from the correct gui_sculpting branch
10 Months Ago
merge from sdf_sculpting
10 Months Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
10 Months Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
10 Months Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
10 Months Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history