userJames Kingcancel

7,693 Commits over 3,684 Days - 0.09cph!

1 Year Ago
Map tweaks
1 Year Ago
Generate a lip at the start and end of track sections Generate end caps for track mesh Fix joint scale
1 Year Ago
Include ball and socket joints
1 Year Ago
Support pillars
1 Year Ago
Support pillar model scale tweak Move models to shared
1 Year Ago
Spawn players on starting platforms
1 Year Ago
Ramp physics shapes Use entities for start platform / checkpoints
1 Year Ago
Add collision to spawn platform Merge branch 'main' of github.com:Facepunch/hackweek-procedural-surf Load surf map in-game
1 Year Ago
Can now delete elements
1 Year Ago
Cloning / moving / rotating checkpoints and start platforms
1 Year Ago
Spawn platform, checkpoint
1 Year Ago
Better texcoord generation for track mesh Track cross section done
1 Year Ago
Map tweaks, load the map in the editor
1 Year Ago
WIP new track cross section
1 Year Ago
Fixed sun direction 6 DoF for track keypoints, editor tweaks
1 Year Ago
Supports, brackets, track sections, placeholder track meshing
1 Year Ago
WIP new data model for surf maps
1 Year Ago
Gizmo tweaks, saving
1 Year Ago
WIP editor widgets
1 Year Ago
Editor viewport
1 Year Ago
shared, editor, and game packages
1 Year Ago
Add .gitattributes
1 Year Ago
Spline surf ramp data model
1 Year Ago
Initial commit
1 Year Ago
Polygon lib API changes
1 Year Ago
Support for more SVG shapes, API tweaks
1 Year Ago
Tangent / normal fix
1 Year Ago
Generate tangents
1 Year Ago
ShaderGraph: ObjectSpaceNormal node ShaderGraph: TransformNormal node can now transform from object space
1 Year Ago
libpolygon API change
1 Year Ago
Start of reading shapes from SVGs Added PolygonMeshBuilder.Extrude(height, smooth) Nicer interface, fixed rounding normals Added PolygonMeshBuilder.Miror() Rename Close() to Fill() SVG API change
1 Year Ago
Sandbox.Utility.Svg wrapper (#1208) * Added Sandbox.Utility.Svg to read paths from a .svg
1 Year Ago
SVG wrapper documentation, moved to Sandbox.Utility.Svg
1 Year Ago
Added Sandbox.Svg to read shapes from a .svg Include stroke and fill colour in parsed SVG paths
1 Year Ago
New libpolygon API
1 Year Ago
Start of reading shapes from SVGs Added PolygonMeshBuilder.Extrude(height, smooth) Nicer interface, fixed rounding normals
1 Year Ago
Documentation
1 Year Ago
ShaderGraph: Triplanar texture mapping nodes (#1198) Added Texture Triplanar and Normal Map Triplanar nodes
1 Year Ago
ShaderGraph: Triplanar texture mapping nodes ShaderGraph: Triplanar node tweaks ShaderGraph: Fix default settings for NormalMapTriplanar node
1 Year Ago
ShaderGraph: Fix default settings for NormalMapTriplanar node
1 Year Ago
ShaderGraph: Triplanar texture mapping nodes ShaderGraph: Triplanar node tweaks
1 Year Ago
Create LICENSE
1 Year Ago
Create README.md
1 Year Ago
Some initial work for 2D edge styles 2D: smooth cut face normals across chunk boundaries First pass at edge styles Might need to rethink this, large edge radii cause problems Regenerate SDF meshes on resource change 2D: Get rid of inset bias for rounded / bevel edges 2D: Rewriting mesh gen to be edge loop based Identify positive vs negative edge loops Find which positive loop contains each negative loop PolygonMeshBuilder Formatting Refactoring, skeleton of new 2D meshing strategy CutMeshWriter Chunk mesh clipping .addon to .sbproj New mesh writer almost working Fixed rounded edges, dodgy clip fix Bug fixes Fixes Another fix More fixes, UVs for cut faces Small fixes Keep layer width consistent New polygon closing method More consistent position sorting for sweeps Another fix Debugging A bit more stable Refactor, stability Non-reflex angles can split Allow merges in either direction Trying to find isolated polys is buggy, just do them all together Slight optimization Collision mesh generation Remove debug Some cleanup WIP add vertices to limit smooth normal blend distance Fixed off-by-one halving max bevel width Moved PolygonMeshBuilder to its own package Remove debug again
1 Year Ago
Fixed off-by-one halving max bevel width Moved PolygonMeshBuilder to its own package Remove debug again
1 Year Ago
Initial commit
1 Year Ago
Remove debug Some cleanup WIP add vertices to limit smooth normal blend distance
1 Year Ago
Slight optimization Collision mesh generation
1 Year Ago
Allow merges in either direction Trying to find isolated polys is buggy, just do them all together
1 Year Ago
Non-reflex angles can split