201 Commits over 549 Days - 0.02cph!
Added Sdf3DVolume resource
Big abstracting refactor
Deleted old marching cubes stuff
Added 3D SDF primitives
Some 2D refactoring
Tabify
WorldQuality refactor to support 3D worlds
Abstracted out SdfArray from Sdf2DArray
Fixed texture source layers not clearing properly client-side
Fixed errors when clearing a world
Fixed layer _Params attribute not being set correctly for absent chunks
Fixed possible warning on client
Some more asset cleanup
Updated README.md
Layer texture referencing cleanup, example shader has full material control
Big refactor, allow passing SDFs as texture attributes between layers
Deleted old marching cubes stuff
Added 3D SDF primitives
Added pivot parameter to TextureSdf constructor #1
Fixed crash on deleting an Sdf2DWorld
Fixes sboxgame/issues#3276
Allow more control over SDF layer quality
Added TexCoordSize material property, fixed duplicate collision mesh faces
Added a little demo game for the 2D SDF stuff
Each layer can have a different quality
Can now leave front / back / cut materials as null to skip generating the respective geometry
Added LineSdf
Fixed collision mesh of offset layers
Added Sdf2DMaterial.Offset
Useful for background layers
Chunk physics shapes now belong to the Sdf2DWorld
Some 2D SDF boilerplate, WIP mesh generation
Some mesh generation fixes
Another mesh generation fix
Add CornerRadius property to BoxSdf
Allow configuring maximum distance in SDF
Front and back mesh generation
Cut face mesh generation
Some mesh writer simplification
Encode each distance as a byte rather than a float
Chunk networking
Re-use MarchingSquaresMeshWriter instances
Physics shape generation
Some cleanup, experimenting with multiple layers
Loading SDFs from textures
Cleanup, working on nicer cut face UV generation
Solved some UV mapping edge cases
Made things internal, added ISdf2D.Translate(offset)
Documented public members
More cleanup and documentation
Added example SDF
More cleanup and documentation
Documented public members
Made things internal, added ISdf2D.Translate(offset)
Solved some UV mapping edge cases
Cleanup, working on nicer cut face UV generation
Loading SDFs from textures
Some cleanup, experimenting with multiple layers
Re-use MarchingSquaresMeshWriter instances
Physics shape generation
Some mesh writer simplification
Encode each distance as a byte rather than a float
Front and back mesh generation
Allow configuring maximum distance in SDF
Another mesh generation fix
Add CornerRadius property to BoxSdf
Some mesh generation fixes
Some 2D SDF boilerplate, WIP mesh generation
Rename VoxelVolume -> MarchingCubesEntity
Some dumb multi-threading
Rainbow blobs
Preview matches brush colour
Subtracting will always ray cast
Capsule SDF type for drawing lines
Voxel shader texture scale tweak
Blob tool keeps editing at distance of first ray on click
Consistent indentation
Fixed VoxelChunk bounds