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43 Commits over 92 Days - 0.02cph!

15 Days Ago
Use engine spline class
16 Days Ago
Sync splines with PR branch
16 Days Ago
Fix spline editor to support vector3 scale
16 Days Ago
Bring spline code in sync with engine PR
19 Days Ago
Cleanup editor
19 Days Ago
Create separate spline class Cleanup SplineComponent Cleanup test scene
19 Days Ago
Merge roll, up, scale & tangent mode into spline point
19 Days Ago
Update spline tests scene
43 Days Ago
Update Test Scene https://files.facepunch.com/lolleko/2025/January/10_18-17-TornAllosaurus.mp4
43 Days Ago
Cleanup spline component & tool naming
43 Days Ago
Base SplineModelRenderer of ModelRenderer Allows Tint, MaterialOverrides and other options to be used on spline models
43 Days Ago
Enable Global Scale for spline models https://files.facepunch.com/lolleko/2025/January/10_11-16-TintedAfricanparadiseflycatcher.png
44 Days Ago
Some Model Deformation optimization Still only on the CPU but it's surprisingly fast https://files.facepunch.com/lolleko/2025/January/09_21-39-VacantIridescentshark.mp4 Add spacing parameter https://files.facepunch.com/lolleko/2025/January/09_23-00-AngelicVipersquid.mp4 🚂 Update Spline Collider to match new SplineModel Deformation https://files.facepunch.com/lolleko/2025/January/09_23-59-LinearAlligator.png Delete legacy/unused deformation code
44 Days Ago
More customization for tangent frames/up vectors This is useful for stuff like loops. 1. Default Up Vector (0,0,1) -> twisting artifacts: https://files.facepunch.com/lolleko/2025/January/09_17-52-OrangeredCowrie.png 2. Automatic up vectors using rotation minimizing frames (RMF) https://files.facepunch.com/lolleko/2025/January/09_17-53-DesertedClam.png 3. Manual up vectors/frames: https://files.facepunch.com/lolleko/2025/January/09_17-52-MisguidedWryneck.png
45 Days Ago
Move spline deformation away from vertex shader to allow deformation of arbitrary models Deform spline models on the CPU like a cavemen. Use RMF to avoid twisting artifacts. Will move this to a compute shader eventually. https://files.facepunch.com/lolleko/2025/January/08_10-35-AgileHectorsdolphin.png
46 Days Ago
Play around with tangent frame calculation using Parallel Transport / RMF https://files.facepunch.com/lolleko/2025/January/07_20-51-CriminalBlackfish.mp4
46 Days Ago
Fix some NREs in spline model renderer
46 Days Ago
Binary search for accessing splines at a distance
46 Days Ago
Remove GetNormal function from spline component for now There are so many different ways to calculate normals for splines (Frenet-Serret-Frame, Fixed Up Vector, RMF/Parallel Transport...) Not sure yet, which one we want to offer.
46 Days Ago
Fix spline loop (de)serialization
47 Days Ago
Cleanup spline components and test scene
48 Days Ago
Rename some vars in spline math
50 Days Ago
Bump hitbox of spline line Align tangent mode names with exiting curve class Fix roll and scale changes not invoking spline changed
50 Days Ago
Fix spline gizmo culling
51 Days Ago
More spline undo improvements
52 Days Ago
Improve spline editor undo
54 Days Ago
Fix typos
55 Days Ago
Bounding box calcualtion for spline components
2 Months Ago
Defocus input when switching spline point
2 Months Ago
Cleanup Spline Editor Proper undo support for gizmo initiated changes Frustum cull Gizmos as they are fairly expensive to create. Optimize Gizmo drawing.
2 Months Ago
Spline Collision Support BoneTransforms and Rotation Spline collider now provides accurate collision for any shape and any rotation. Deformed/Twisted citizens with collisions: https://files.facepunch.com/lolleko/2024/December/23_12-34-DishonestQuagga.png https://files.facepunch.com/lolleko/2024/December/23_12-34-HorribleNightheron.png
2 Months Ago
Spline collider now supports all collision shapes Added custom subdivision logic for each shape. How much subdivision/collision geometry is created can be controlled by the user via property. Performance still sucks, but optimization should be easy going forward. Individual bone/shape transforms are currently not working. https://files.facepunch.com/lolleko/2024/December/19_18-49-AnotherDrongo.png https://files.facepunch.com/lolleko/2024/December/19_18-48-SecretNuthatch.mp4
2 Months Ago
Filter duplicate vertices after spline deformation and before qhull
2 Months Ago
Hull based spline collisions Allows proper physics simulation of the spline models. Works okay for boxes, still need to figure out why izabu quick hull struggles with more complex shapes. https://files.facepunch.com/lolleko/1b1811b1/sbox-dev_YFlVR7whUv.mp4
2 Months Ago
PoC spline collisions Currently just super hacky static mesh/model collision https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4
2 Months Ago
Deform spline model bounds to ensure accurate frustum culling https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_FuFEWnL2FA.png https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_xrWVBJicsC.png
2 Months Ago
Use sceneobjects for spline model instances instead of Graphics.Draw
2 Months Ago
Fix duplicating a spline point with shift not copying roll & scale
2 Months Ago
Remove stackalloc (it's not whitelisted)
2 Months Ago
First pass on spline model deformation https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_pXP1R0vFzj.mp4 https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_1SBGUutgNa.png
2 Months Ago
Nav Basic: Reduce rotation on test slope to account for floating point inaccuracies
3 Months Ago
Splines: Add working state from a couple of months ago (pre FP) Basically a port of my C++ spline library wrapped with a component + editor tool. Still requires some API and Editor UX cleanup. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_0KaDTZAF7l.mp4
3 Months Ago
Add navigation obstacle scene and examples