508 Commits over 183 Days - 0.12cph!
ghostsheet setup, split bone controllers for better collision control
improved edit-time gizmos so you can see colliders and constraint setups
split gizmos between configuration and playmode
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
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
converting rotation constraints to radians when processed
drop tickrate on some cloth assets
contacts are found once at the beginning of the tick and solved alongside distance constraints
Separated rotation constraint data from bone data
improved collision responses to be resolved positionally without adding velocity into the system
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
reduced max tick rate on cloth
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
additional profiling, a few quick wins on performance
initial skinned oni cloth setup for ghostsheet
small perf modifications to oni cloth and initial setup for global solver updater
adding obi cloth - still need to clean out samples and other fluff
switch to velocity verlet integration
hitbox gizmos match their actual size
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
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
some initial balanced values for some cloth assets
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
burstcloth improvements
- rotational constraints respected
- constraint normals are correct now, significant improvement to length constraints
- some jobsystem/burst optimizations
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
added simple pid implementation for controlling orientation when steering - needs more tuning
rolling/pitching with controls
disabled animation on dpv
- correct WaterFactor handling with eye height
- corrected deployable spawn orientation
- driving animation with throttle input
DPV changes
- toggled world collider to represent horizontal character better
- drift stabilizing force scales against engine power
- some cosmetics toggle with flags
correct protobuf entity name - no serialized data yet, so keeping the same field id
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- underwater particle effect systems
- maintaining neutral buoyancy and stability forces when body is not sleeping
removed unecessary gc alloc in construction socket tests
update client dash on load
shark not assuming non-vehicle mountables in water are inflatables