203 Commits over 580 Days - 0.01cph!
Some documentation for the new API
WIP allow creation of SdfWorlds in menu realm
Rename Tick to Update
WIP allow creation of SdfWorlds in menu realm
Slight tweak to help reliability (#17)
Avoid duplicate vertices when clipping 2D SDF meshes
Skip generating normals for collision meshes
Placeholder materials in mining demo
Collision mesh vertex merging (#13)
If a 2D layer uses one material for all faces, simplify mesh generation
Fix broken normals in 2D SDF meshes #16
Fixed off-by-one halving max bevel width
Moved PolygonMeshBuilder to its own package
Remove debug again
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
Remove debug
Some cleanup
WIP add vertices to limit smooth normal blend distance
Slight optimization
Collision mesh generation
Allow merges in either direction
Trying to find isolated polys is buggy, just do them all together
Non-reflex angles can split
Keep layer width consistent
New polygon closing method
More consistent position sorting for sweeps
Another fix
Debugging
A bit more stable
Refactor, stability
Another fix
More fixes, UVs for cut faces
Fixed rounded edges, dodgy clip fix
.addon to .sbproj
New mesh writer almost working
Formatting
Refactoring, skeleton of new 2D meshing strategy
Take into account styled edge radius when adding / subtracting
Limit how spikey a bevelled / rounded corner can be
Find which positive loop contains each negative loop
Identify positive vs negative edge loops
2D: Rewriting mesh gen to be edge loop based
Regenerate SDF meshes on resource change
2D: Get rid of inset bias for rounded / bevel edges
First pass at edge styles
Might need to rethink this, large edge radii cause problems
2D: smooth cut face normals across chunk boundaries
Some initial work for 2D edge styles
Fixed deleted SdfWorlds not deleting chunk SceneObjects (#12)
WIP allow creating SdfWorlds in the menu
Better exception handling during modify chunks (#8)
Fixed clearing race condition (#8)
Fix dropped modification warning on clear
Some thread safety on transform update
Got rid of some vestigial code
Clients request missing modifications, server sends heartbeat messages
Fixes #5
Fixed waiting for main thread between modifications, fixes #6
Some safety when clearing, #7 seems fixed
Inject settings page to spawn menu on activate
Early out for BiasedSdf3D.SampleRangeAsync
Basic blob tool settings page
Use object-space normals for triplanar shaders