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1,282 Commits over 548 Days - 0.10cph!

1 Year Ago
initial support for smoothing sculpture through a simple box blur on elements in a sphere - moved carving and blurring to jobs and running them directly on main thread, roughly 10x faster - upped carving radius and scaling hit guide properly to show it
1 Year Ago
increased size of sculpture to roughly 1m cube
1 Year Ago
free-floating islands are deleted when carving through the ice, can still have separate disconnected pillars as long as they are connected to the base in some way
1 Year Ago
change filestorage convar to actually have the default behaviour again (uses a null string check instead of trying to use the server identity before its been set) - renamed to filefolderoverride
1 Year Ago
cleanup - separating MarchingCubes and NativeMeshSimplification into separate namespaces and compartmentalizing them better
1 Year Ago
cherrypick aux2 fixes
1 Year Ago
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1 Year Ago
cherrypicking aux2 ice_sculpture fixes
1 Year Ago
added sculptor test inventory
1 Year Ago
sculpt data is attached to the item with an associated entity when a sculpture is picked up, not just lost and reset - guide still displays default data at the moment
1 Year Ago
handling ground destruction properly
1 Year Ago
restricting placement to constructions
1 Year Ago
updated crafting ingredients
1 Year Ago
fix realmed remove on sculpture
1 Year Ago
added ice sculpture wip icon - saving IconRender scene as it needs some setup for icon rendering
1 Year Ago
removed sign/pumpkin panel from sculpture item
1 Year Ago
updated guide mesh
1 Year Ago
added guide mesh for ice sculpture and a tool to generate one
1 Year Ago
merge from main
1 Year Ago
properly disposing native structures in-editor when stopping play in editor
1 Year Ago
merge from native_mesh_simplification
1 Year Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
1 Year Ago
not trying to simplify the mesh to 10% anymore
1 Year Ago
deferred mesh simplification - sculpture waits for a period of inactivity to schedule mesh simplification - mesh simplification is run in a background thread, while the unoptimised mesh is displayed immediately - handles multiple enqueued simplification requests with job dependencies, preferring wasted background computation over main thread blocking
1 Year Ago
fixed compile errors
1 Year Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
1 Year Ago
re-added early exit on flipped check loop
1 Year Ago
minor cleanup and crunching meshes down for 20% reduction
1 Year Ago
reduce vertex lookups in simplification
1 Year Ago
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls - 75% perf improvement
1 Year Ago
more cleanup, profiling, and some micro optim
1 Year Ago
cherry pick carve radius change
1 Year Ago
dropped carve radius for testing
1 Year Ago
missing readonly access
1 Year Ago
cleanup and correct ref access to ref readonly access where appropriate
1 Year Ago
set wip material as current ice material
1 Year Ago
added playground.sculptures test scene with its own filestorage db to store the sculpture data
1 Year Ago
server handles decoding saved sculptures from disk properly
1 Year Ago
made server file storage a convar - default behaviour retained
1 Year Ago
added playground.sculputres.sav TestSave - grid of some differently carved sculptures for material testing
1 Year Ago
merge from main
1 Year Ago
sculpture serialization - added FileStorage type for sculpture data (lz4 compressed) - changed sculpting data flow so changes are made on the server and then retrieved by the client
1 Year Ago
cleanup
1 Year Ago
merge from main
1 Year Ago
dropped block scale a little
1 Year Ago
switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
1 Year Ago
showing some visual feedback on where player will chip into the sculpture if they're holding a weapon with a compatible damage type (just ddraw for now)
1 Year Ago
prefab adjustments and cleanup
1 Year Ago
recalculating nrender bounds properly after vertices and indices assignment