7,945 Commits over 3,745 Days - 0.09cph!
Increase ZFar when playing procsurf
Always include procsurf map
Load in example procedural surf map
Generate a lip at the start and end of track sections
Generate end caps for track mesh
Fix joint scale
Include ball and socket joints
Support pillar model scale tweak
Move models to shared
Spawn players on starting platforms
Ramp physics shapes
Use entities for start platform / checkpoints
Add collision to spawn platform
Merge branch 'main' of github.com:Facepunch/hackweek-procedural-surf
Load surf map in-game
Cloning / moving / rotating checkpoints and start platforms
Spawn platform, checkpoint
Better texcoord generation for track mesh
Track cross section done
Map tweaks, load the map in the editor
WIP new track cross section
Fixed sun direction
6 DoF for track keypoints, editor tweaks
Supports, brackets, track sections, placeholder track meshing
WIP new data model for surf maps
shared, editor, and game packages
Spline surf ramp data model
Support for more SVG shapes, API tweaks
ShaderGraph: ObjectSpaceNormal node
ShaderGraph: TransformNormal node can now transform from object space
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
Sandbox.Utility.Svg wrapper (#1208)
* Added Sandbox.Utility.Svg to read paths from a .svg
SVG wrapper documentation, moved to Sandbox.Utility.Svg
Added Sandbox.Svg to read shapes from a .svg
Include stroke and fill colour in parsed SVG paths
Start of reading shapes from SVGs
Added PolygonMeshBuilder.Extrude(height, smooth)
Nicer interface, fixed rounding normals
ShaderGraph: Triplanar texture mapping nodes (#1198)
Added Texture Triplanar and Normal Map Triplanar nodes
ShaderGraph: Triplanar texture mapping nodes
ShaderGraph: Triplanar node tweaks
ShaderGraph: Fix default settings for NormalMapTriplanar node
ShaderGraph: Fix default settings for NormalMapTriplanar node
ShaderGraph: Triplanar texture mapping nodes
ShaderGraph: Triplanar node tweaks
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
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