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1,244 Commits over 518 Days - 0.10cph!

12 Days Ago
removing more dead code
12 Days Ago
got the admin panel working for sculptures again
12 Days Ago
removed a bunch of disabled stuff from the dialogue prefab
12 Days Ago
routed saving properly
12 Days Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
13 Days Ago
compile fixes
13 Days Ago
breaking BaseSculpture down into multiple files, getting unmanageable
13 Days Ago
merge from pointgrid_to_sdf
13 Days Ago
small cleanup
13 Days Ago
basic client->server sculpture update, removed serverside carving
13 Days Ago
bake GUI physics on a job thread without blocking
13 Days Ago
basically functional SDF in-GUI sculpting
13 Days Ago
turning tesselation all the way down on the ice block, not needed as badly with the new method
13 Days Ago
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
14 Days 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
14 Days Ago
merge from main
15 Days Ago
realmed OverlapSphere - this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
15 Days Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
15 Days 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
15 Days 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
15 Days Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
15 Days Ago
merge from SeparatePhysicsScenes
18 Days Ago
moved some vertex processing into multi-threaded generation
18 Days 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)
18 Days Ago
merge from the correct gui_sculpting branch
18 Days Ago
merge from sdf_sculpting
19 Days 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
19 Days Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
19 Days 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)
19 Days Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
19 Days Ago
cleanup
19 Days Ago
trying to make sense of shit code I wrote a year ago
20 Days Ago
got test scene working properly
20 Days Ago
merge from ice_sculptures/sdf_sculpting
20 Days Ago
codegen
20 Days Ago
merge from gui_sculpting
20 Days Ago
undid some questionable shader changes, need a way to supply a triplanar anchor for sculptures or it pans when rotating them in-gui
20 Days Ago
codegen
20 Days Ago
merge from ice_sculptures/gui_sculpting - bit broken still
20 Days Ago
sculpture item not hidden
21 Days Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
21 Days Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
22 Days Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
25 Days Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
25 Days Ago
merge from anchored_boat_mass
25 Days Ago
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
25 Days Ago
made ProceduralMapEmpty more empty
25 Days Ago
merge from deepsea_terraintexturing_leak
25 Days Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating