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811 Commits over 395 Days - 0.09cph!

1 Year Ago
fixed wrong rotation constraint axis being used for one of the limits
1 Year Ago
basic gizmos on constraints
1 Year Ago
fixed length modifier and gravity on capes
1 Year Ago
cape cloth material
1 Year Ago
ghostsheet setup, split bone controllers for better collision control
1 Year Ago
improved edit-time gizmos so you can see colliders and constraint setups
1 Year Ago
split gizmos between configuration and playmode
1 Year Ago
cloth changes - filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases - made sibling constarints a bit stricter
1 Year Ago
constraint tuning - sibling linear constraints are directonal, taking the average of the orientation between them - parent receives half the constraint easing as well - tuned some cloth materials for these changes
1 Year Ago
converting rotation constraints to radians when processed
1 Year Ago
merge from main
1 Year Ago
drop tickrate on some cloth assets
1 Year Ago
contacts are found once at the beginning of the tick and solved alongside distance constraints
1 Year Ago
Separated rotation constraint data from bone data
1 Year Ago
improved collision responses to be resolved positionally without adding velocity into the system
1 Year Ago
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
1 Year Ago
reduced max tick rate on cloth
1 Year Ago
updated test scene
1 Year Ago
simplifying burst cloth in prep for separation as jiggle-only solution - position based dynamics, with hard rotation constraints - configurable relaxation factors to allow for artist control over bounciness of constraints
1 Year Ago
additional profiling, a few quick wins on performance
1 Year Ago
initial skinned oni cloth setup for ghostsheet
1 Year Ago
small perf modifications to oni cloth and initial setup for global solver updater
1 Year Ago
adding obi cloth - still need to clean out samples and other fluff
1 Year Ago
switch to velocity verlet integration
1 Year Ago
hitbox gizmos match their actual size
1 Year Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
1 Year Ago
further burstcloth modifications - collisions resolved with spring forces - added dirty broadphase to collision resolving - capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count - added collections packaged for better native containers
1 Year Ago
merge from main
1 Year Ago
test scene changes
1 Year Ago
some initial balanced values for some cloth assets
1 Year Ago
improved burstcloth - replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better - sibling constraints are also treated as length forces - removed now-unused fields from material - other small improvements to reduce overhead
1 Year Ago
burstcloth improvements - rotational constraints respected - constraint normals are correct now, significant improvement to length constraints - some jobsystem/burst optimizations
1 Year Ago
merge from main
1 Year Ago
watersystem handles casts made from underwater properly - no false positives when slightly underwater - able to get a positive result when looking at the surface from underwater
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
added simple pid implementation for controlling orientation when steering - needs more tuning
1 Year Ago
rolling/pitching with controls
1 Year Ago
fix client defines
1 Year Ago
disabled animation on dpv
1 Year Ago
fixed small gc alloc
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
- correct WaterFactor handling with eye height - corrected deployable spawn orientation - driving animation with throttle input
1 Year Ago
DPV changes - toggled world collider to represent horizontal character better - drift stabilizing force scales against engine power - some cosmetics toggle with flags
1 Year Ago
correct protobuf entity name - no serialized data yet, so keeping the same field id
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
- underwater particle effect systems - maintaining neutral buoyancy and stability forces when body is not sleeping
1 Year Ago
removed unecessary gc alloc in construction socket tests