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1,310 Commits over 548 Days - 0.10cph!

11 Months Ago
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11 Months Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
12 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
12 Months Ago
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
12 Months Ago
allowed better validating from the towed vehicle whether it is in a state to be towed - exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
12 Months Ago
using tow anchor transforms for angle testing, not body transform
12 Months Ago
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
12 Months Ago
ensuring towed siege weapons aren't forced to sleep while being towed
12 Months Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
12 Months Ago
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12 Months Ago
tweaked skidding values
12 Months Ago
using pooled lists for disabling client/server collider interaction in-editor
12 Months Ago
adjusted horse physics mat
12 Months Ago
horse skidding behaviour fixes and improvements
12 Months Ago
fixed horse reverse jittering/bouncing
12 Months Ago
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
12 Months Ago
initial chunking from shared sdf set
1 Year Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
1 Year Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
1 Year Ago
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use - null fields weren't being handled, but a non-serialized GameObjectRef was added in 106912 and tripping up manifest generation
1 Year Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
1 Year Ago
in-editor carving test setup improvements
1 Year Ago
vertex sharing at generation time
1 Year Ago
merge from garage_door_collider_optim
1 Year Ago
compile fix
1 Year Ago
added ClientIOLineParentClampedBounds to manage IO points on garage doors - actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
1 Year Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
1 Year Ago
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
1 Year Ago
dirty SDF sculpting proof of concept, in-editor test setup only
1 Year Ago
super basic in-editor marching cube setup to make experimenting a bit easier
1 Year Ago
test meshes
1 Year Ago
testing setup for fitting marching cubes to mesh
1 Year Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
1 Year Ago
handling item condition properly on ice sculpture deployables
1 Year Ago
made smoothing less aggressive (still destructive, just less so)
1 Year Ago
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
1 Year Ago
drag support across plane defined by first click for all 3 modes - also actually hooked up the clear button to reset the block
1 Year Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
1 Year Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
1 Year Ago
demo implementation of sculpting in painting dialogue - hacky and dirty as hell right now, but enough to try it
1 Year Ago
adjusted gui slider values
1 Year Ago
initial ui sign.update.sculpture prefab variant
1 Year Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
1 Year Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
1 Year Ago
better defaults on sculpting tool data
1 Year Ago
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode - also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
1 Year Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
1 Year Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
1 Year Ago
merge from main
1 Year Ago
initial support for per-tool carving settings - separated mask of carving modes and settings for shapes / sizes - only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons