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722 Commits over 304 Days - 0.10cph!

3 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
3 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)
3 Months Ago
using tow anchor transforms for angle testing, not body transform
3 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
3 Months Ago
ensuring towed siege weapons aren't forced to sleep while being towed
3 Months Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
3 Months Ago
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3 Months Ago
tweaked skidding values
3 Months Ago
using pooled lists for disabling client/server collider interaction in-editor
3 Months Ago
adjusted horse physics mat
3 Months Ago
horse skidding behaviour fixes and improvements
3 Months Ago
fixed horse reverse jittering/bouncing
3 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
3 Months Ago
initial chunking from shared sdf set
4 Months Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
4 Months 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
4 Months 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
4 Months Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
4 Months Ago
in-editor carving test setup improvements
4 Months Ago
vertex sharing at generation time
4 Months Ago
merge from garage_door_collider_optim
4 Months Ago
compile fix
4 Months 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
4 Months Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
4 Months 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
4 Months Ago
dirty SDF sculpting proof of concept, in-editor test setup only
4 Months Ago
super basic in-editor marching cube setup to make experimenting a bit easier
4 Months Ago
test meshes
4 Months Ago
testing setup for fitting marching cubes to mesh
4 Months Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
4 Months Ago
handling item condition properly on ice sculpture deployables
4 Months Ago
made smoothing less aggressive (still destructive, just less so)
4 Months Ago
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
4 Months Ago
drag support across plane defined by first click for all 3 modes - also actually hooked up the clear button to reset the block
4 Months Ago
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
4 Months Ago
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
4 Months Ago
demo implementation of sculpting in painting dialogue - hacky and dirty as hell right now, but enough to try it
4 Months Ago
adjusted gui slider values
4 Months Ago
initial ui sign.update.sculpture prefab variant
4 Months Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
4 Months Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
4 Months Ago
better defaults on sculpting tool data
4 Months 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
4 Months Ago
added additive mode for tools that puts ice back - only on the ice pick right now for testing
4 Months Ago
initial smoothing from water splashes - can't splash with sprinklers (too high amount requirement)
4 Months Ago
merge from main
4 Months 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
4 Months Ago
handling serverside collision with a coarse collider, this disallows shooting through holes made in the sculpture
4 Months Ago
not completing sculpture physics bake in the main thread and instead deferring completion until before the next physics step - drastically reduces impact of sculpting and loading sculptures on the main thread, the bake is generally finished before the frame is finished
4 Months Ago
merge from main