1,274 Commits over 548 Days - 0.10cph!
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Convar the generator pool count as `marchingcubemanager.generatorpoolcount`, defaults to 4 limit to [1-32] so no one sets it to a stupid value
refactored mesh generation to use a fixed size pool of generators over multiple frames, removes a huge amount of the fixed memory cost of each sculpture
fixed setcolormenu not showing properly
better additive sculpting plane handling, only paints onto plane and doesn't create towers of additive shapes
fixed OBB rotation being in the wrong space
fixed undo buffer storing in the wrong order when clearing
fixed server leaking marching cubes data
undo/redo working, also fixed some tooltips
removed all hitguide stuff from BaseSculpture, it all lives in the GUI now
multiple hitguide shapes in sculpting gui with basic tempdev materials (fresnel shader doesn't work well with the cube)
ripping out on-mesh hit guide MPB stuff
server runs marching cubes and generates collider
fixed save not working in sculpting
Fully removed PointGrid3D and associated jobs
removing more unused prefab setup
got the admin panel working for sculptures again
removed a bunch of disabled stuff from the dialogue prefab
removed some leftover signui stuff, float values used for sizing as it now supports that
breaking BaseSculpture down into multiple files, getting unmanageable
merge from pointgrid_to_sdf
basic client->server sculpture update, removed serverside carving
bake GUI physics on a job thread without blocking
basically functional SDF in-GUI sculpting
turning tesselation all the way down on the ice block, not needed as badly with the new method
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
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
realmed OverlapSphere
- this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
realmed GamePhysics.CheckSphere
- it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
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