branchrust_reboot/main/BurstClothTestbedcancel

60 Commits over 151 Days - 0.02cph!

5 Months Ago
undoing some unintentional changes from merges
5 Months Ago
merge from main
5 Months Ago
merge from main
5 Months Ago
missing change on spring
5 Months Ago
added default materials for chain/spring/cloth
5 Months Ago
merge from main
5 Months Ago
got rid of noisy rotation constraint gizmo
5 Months Ago
adjust origin of clothsim on diver ak VM
5 Months Ago
rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
5 Months Ago
mrege from main
5 Months Ago
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
5 Months Ago
configured ghostsheet with default length constraints
5 Months Ago
added default length constraint to be used by all bones without their own (before this allowed for full compression, which almost always gives bad results)
5 Months Ago
updated test cloth mat
5 Months Ago
▊▆▅▇▇▍▋ ▇▋▆▋▌▍▍▊▅▍▉ ▊▊▄▌▋▆█ ▍█ ▋▅ ▆▌▅ ▍ ▌▄▋▅▆▅▊▅▆▇ █▌ ▍█▅▆█'█ ▋▍▌▍.▋▉▌▌█ █▄▅▉█▊▌ ▅▌▌ ▄▊ ▇▄█▌█▇ ▇██▇▉▊▋ ▅▅▅▍▆▆ ▇▇▋▅ ▅▄▌ ▄▆▄▇▆██▋▇▍▇ (▅▆ ▅██▍▅ ▉▉ ▋▇█ ▋▆▉▉▊▇▊ ▌▇▋▊▇'▅ ▇▄▄▄▅ ▍▋▆▋▋▄▅ ▌▍▋▄▊▉)
5 Months Ago
cape cloth prefab setup
5 Months Ago
merge from main
5 Months Ago
updated test scene
5 Months Ago
resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
5 Months Ago
pickaxe chain controller LODing
5 Months Ago
min/max length constraints respected properly and slightly reduced precision in collision detection
5 Months Ago
corrected LODing on cloth controllers for ghostsheet
5 Months Ago
Re-mapped weight curves to relaxation values - also reorganised cloth material SO to make it a bit more readable
5 Months Ago
some chain material setups
5 Months Ago
fixed wrong rotation constraint axis being used for one of the limits
5 Months Ago
basic gizmos on constraints
5 Months Ago
fixed length modifier and gravity on capes
5 Months Ago
cape cloth material
5 Months Ago
ghostsheet setup, split bone controllers for better collision control
5 Months Ago
improved edit-time gizmos so you can see colliders and constraint setups
5 Months Ago
split gizmos between configuration and playmode
5 Months Ago
cloth changes - filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases - made sibling constarints a bit stricter
5 Months Ago
constraint tuning - sibling linear constraints are directonal, taking the average of the orientation between them - parent receives half the constraint easing as well - tuned some cloth materials for these changes
5 Months Ago
Added versions of ghost sheet and dracula cape without burst cloth rig Added proxy cape models
5 Months Ago
converting rotation constraints to radians when processed
5 Months Ago
merge from main
5 Months Ago
drop tickrate on some cloth assets
5 Months Ago
contacts are found once at the beginning of the tick and solved alongside distance constraints
5 Months Ago
Separated rotation constraint data from bone data
5 Months Ago
improved collision responses to be resolved positionally without adding velocity into the system
5 Months Ago
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
5 Months Ago
reduced max tick rate on cloth
5 Months Ago
updated test scene
5 Months Ago
simplifying burst cloth in prep for separation as jiggle-only solution - position based dynamics, with hard rotation constraints - configurable relaxation factors to allow for artist control over bounciness of constraints
6 Months Ago
switch to velocity verlet integration
6 Months Ago
hitbox gizmos match their actual size
6 Months Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
6 Months Ago
Updated DraculaCape with new settings
6 Months Ago
further burstcloth modifications - collisions resolved with spring forces - added dirty broadphase to collision resolving - capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count - added collections packaged for better native containers
6 Months Ago
merge from main