userJames Kingcancel
branchcsg-test/maincancel

3 Commits over 0 Days - ∞cph!

2 Years Ago
Remove chunks with volume below a threshold
2 Years Ago
Create README.md
2 Years Ago
Initial commit Convex mesh generation working Working on Union operator, concave meshing Concave meshing works! Working on meshing rewrite Triangulation rewrite Fixed normals Got rid of allocations Attempting Reduce() Refactor, dodecahedron gen Merge node pruning is sort of working Player, demo room, destruction Make sure geometry updates in edit mode Remove some zero-volume leaves Made mesh generation recursive, still generating redundant faces Re-use planes where possible Basic node array reduction Some debug drawing Fixed generating the same face multiple times Some merge optimisation Fixed face cut point clamping Stability tweaks Serialization, got rid of NativeArrays Refactor Trying out another strategy Only working with convex solids now Still got some precision issues Almost almost working Texcoords, material index, fixed transforms Eliminated unnecessary cuts Working on connecting adjacent faces on shape addition Fixed some cases where hidden faces weren't getting connected Fixed a bug with subdividing faces Tweaks Fixed dumb plane exclusion check Tweaks Make disconnected stuff fall On disconnect, each island gets its own object Can keep subtracting from debris Grenades House Added Paint operator Fixed debug label positions Increased fire rate Calculate mass Fixed a lingering precision issue More stability Even more stability On disconnection, the part with the smallest volume gets a new object Started work on breaking arbitrary meshes into convex polyhedra Upgraded unity, working on stability Better random dodecahedra Fix case where two brushes are added next to each other Divide world into grid Detecting zombie polyhedra Simplify adding, fixed zombie polyhedra case Painting fixes Fixed another zombie case Midway through a rewrite Fancy animated gizmos Fixed flipping faces A bunch of face splitting fixes Edge case fixes More fixes Seems to be pretty stable now Re-implemented disconnection Don't split if new split face is degenerate Re-implemented Replace operation Re-implemented painting Grid splitting Some final stability fixes, face merging Don't shoot when gaining focus