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404 Commits over 153 Days - 0.11cph!

5 Months Ago
cloth changes - filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases - made sibling constarints a bit stricter
5 Months Ago
constraint tuning - sibling linear constraints are directonal, taking the average of the orientation between them - parent receives half the constraint easing as well - tuned some cloth materials for these changes
5 Months Ago
converting rotation constraints to radians when processed
5 Months Ago
merge from main
5 Months Ago
drop tickrate on some cloth assets
5 Months Ago
contacts are found once at the beginning of the tick and solved alongside distance constraints
5 Months Ago
Separated rotation constraint data from bone data
5 Months Ago
improved collision responses to be resolved positionally without adding velocity into the system
5 Months Ago
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
5 Months Ago
reduced max tick rate on cloth
5 Months Ago
updated test scene
5 Months Ago
simplifying burst cloth in prep for separation as jiggle-only solution - position based dynamics, with hard rotation constraints - configurable relaxation factors to allow for artist control over bounciness of constraints
5 Months Ago
additional profiling, a few quick wins on performance
5 Months Ago
initial skinned oni cloth setup for ghostsheet
5 Months Ago
small perf modifications to oni cloth and initial setup for global solver updater
5 Months Ago
adding obi cloth - still need to clean out samples and other fluff
5 Months Ago
switch to velocity verlet integration
5 Months Ago
hitbox gizmos match their actual size
5 Months Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
5 Months Ago
further burstcloth modifications - collisions resolved with spring forces - added dirty broadphase to collision resolving - capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count - added collections packaged for better native containers
5 Months Ago
merge from main
5 Months Ago
test scene changes
5 Months Ago
some initial balanced values for some cloth assets
5 Months Ago
improved burstcloth - replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better - sibling constraints are also treated as length forces - removed now-unused fields from material - other small improvements to reduce overhead
5 Months Ago
burstcloth improvements - rotational constraints respected - constraint normals are correct now, significant improvement to length constraints - some jobsystem/burst optimizations
5 Months Ago
merge from main
5 Months Ago
watersystem handles casts made from underwater properly - no false positives when slightly underwater - able to get a positive result when looking at the surface from underwater
5 Months Ago
merge from main
5 Months Ago
merge from main
5 Months Ago
added simple pid implementation for controlling orientation when steering - needs more tuning
6 Months Ago
rolling/pitching with controls
6 Months Ago
fix client defines
6 Months Ago
disabled animation on dpv
6 Months Ago
fixed small gc alloc
6 Months Ago
merge from main
6 Months Ago
merge from main
6 Months Ago
- correct WaterFactor handling with eye height - corrected deployable spawn orientation - driving animation with throttle input
6 Months Ago
DPV changes - toggled world collider to represent horizontal character better - drift stabilizing force scales against engine power - some cosmetics toggle with flags
6 Months Ago
correct protobuf entity name - no serialized data yet, so keeping the same field id
6 Months Ago
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6 Months Ago
Merge from main
6 Months Ago
- underwater particle effect systems - maintaining neutral buoyancy and stability forces when body is not sleeping
6 Months Ago
removed unecessary gc alloc in construction socket tests
6 Months Ago
update client dash on load
6 Months Ago
shark not assuming non-vehicle mountables in water are inflatables
6 Months Ago
Merge from main
6 Months Ago
- properly using water level for driving the physics - added protobuf definition - fuel display - simple audio - changed mount pose
6 Months Ago
always applying stability/righting forces when mounted, rather than needing fuel
6 Months Ago
DPV Work - able to submerge and resurface like a sub - steerable, with some artifical damping when turning to improve the feel - simple headlight setup - simple ik hand targets
6 Months Ago
Initial entity setup