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1,314 Commits over 579 Days - 0.09cph!

59 Days Ago
fixed OBB rotation being in the wrong space
59 Days Ago
codegen
59 Days Ago
merge from main
2 Months Ago
fixed undo buffer storing in the wrong order when clearing
2 Months Ago
compile fix
2 Months Ago
fixed server leaking marching cubes data
2 Months Ago
undo/redo working, also fixed some tooltips
2 Months Ago
merge from main
2 Months Ago
merge from hit_guides
2 Months Ago
removed all hitguide stuff from BaseSculpture, it all lives in the GUI now
2 Months Ago
multiple hitguide shapes in sculpting gui with basic tempdev materials (fresnel shader doesn't work well with the cube)
2 Months Ago
ripping out on-mesh hit guide MPB stuff
2 Months Ago
server runs marching cubes and generates collider
2 Months Ago
fixed save not working in sculpting
2 Months Ago
missing change
2 Months Ago
further cleanup
2 Months Ago
Fully removed PointGrid3D and associated jobs
2 Months Ago
merge from main
2 Months Ago
removing more unused prefab setup
2 Months Ago
merge from gui_cleanup
2 Months Ago
removing more dead code
2 Months Ago
got the admin panel working for sculptures again
2 Months Ago
removed a bunch of disabled stuff from the dialogue prefab
2 Months Ago
routed saving properly
2 Months Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
2 Months Ago
compile fixes
2 Months Ago
breaking BaseSculpture down into multiple files, getting unmanageable
2 Months Ago
merge from pointgrid_to_sdf
2 Months Ago
small cleanup
2 Months Ago
basic client->server sculpture update, removed serverside carving
2 Months Ago
bake GUI physics on a job thread without blocking
2 Months Ago
basically functional SDF in-GUI sculpting
2 Months Ago
turning tesselation all the way down on the ice block, not needed as badly with the new method
2 Months Ago
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
2 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
2 Months Ago
merge from main
2 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
2 Months Ago
2 Months Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
2 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
2 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
2 Months Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
2 Months Ago
merge from SeparatePhysicsScenes
2 Months Ago
moved some vertex processing into multi-threaded generation
2 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)
2 Months Ago
merge from the correct gui_sculpting branch
2 Months Ago
merge from sdf_sculpting
2 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
2 Months Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
2 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)