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1,443 Commits over 638 Days - 0.09cph!

4 Months Ago
got the admin panel working for sculptures again
4 Months Ago
removed a bunch of disabled stuff from the dialogue prefab
4 Months Ago
routed saving properly
4 Months Ago
removed some leftover signui stuff, float values used for sizing as it now supports that
4 Months Ago
compile fixes
4 Months Ago
breaking BaseSculpture down into multiple files, getting unmanageable
4 Months Ago
merge from pointgrid_to_sdf
4 Months Ago
small cleanup
4 Months Ago
basic client->server sculpture update, removed serverside carving
4 Months Ago
bake GUI physics on a job thread without blocking
4 Months Ago
basically functional SDF in-GUI sculpting
4 Months Ago
turning tesselation all the way down on the ice block, not needed as badly with the new method
4 Months Ago
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
4 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
4 Months Ago
merge from main
5 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
5 Months Ago
5 Months Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
5 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
5 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
5 Months Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
5 Months Ago
merge from SeparatePhysicsScenes
5 Months Ago
moved some vertex processing into multi-threaded generation
5 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)
5 Months Ago
merge from the correct gui_sculpting branch
5 Months Ago
merge from sdf_sculpting
5 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
5 Months Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
5 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)
5 Months Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
5 Months Ago
cleanup
5 Months Ago
trying to make sense of shit code I wrote a year ago
5 Months Ago
got test scene working properly
5 Months Ago
merge from ice_sculptures/sdf_sculpting
5 Months Ago
codegen
5 Months Ago
merge from gui_sculpting
5 Months Ago
undid some questionable shader changes, need a way to supply a triplanar anchor for sculptures or it pans when rotating them in-gui
5 Months Ago
codegen
5 Months Ago
merge from ice_sculptures/gui_sculpting - bit broken still
5 Months Ago
sculpture item not hidden
5 Months 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
5 Months Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
5 Months Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
5 Months Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
5 Months Ago
merge from anchored_boat_mass
5 Months 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
5 Months Ago
made ProceduralMapEmpty more empty
5 Months Ago
merge from deepsea_terraintexturing_leak
5 Months Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
5 Months Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)