branchrust_reboot/main/BurstClothTestbedcancel
                         
                     
             
         
     
    
        
60 Commits over 151 Days - 0.02cph!
    
    
    
        
            
            
            
                
                undoing some unintentional changes from merges
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                added default materials for chain/spring/cloth
                
                
                
                
             
         
        
        
            
            
            
                
                got rid of noisy rotation constraint gizmo
                
                
                
                
             
         
        
            
            
            
                
                adjust origin of clothsim on diver ak VM
                
                
                
                
             
         
        
            
            
            
                
                rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
                
                
                
                
             
         
        
        
            
            
            
                
                only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
                
                
                
                
             
         
        
            
            
            
                
                configured ghostsheet with default length constraints
                
                
                
                
             
         
        
            
            
            
                
                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)
                
                
                
                
             
         
        
        
            
            
            
                
                ▊▆▅▇▇▍▋ ▇▋▆▋▌▍▍▊▅▍▉ ▊▊▄▌▋▆█ ▍█ ▋▅ ▆▌▅ ▍ ▌▄▋▅▆▅▊▅▆▇ █▌ ▍█▅▆█'█ ▋▍▌▍.▋▉▌▌█ █▄▅▉█▊▌ ▅▌▌ ▄▊ ▇▄█▌█▇ ▇██▇▉▊▋ ▅▅▅▍▆▆ ▇▇▋▅ ▅▄▌ ▄▆▄▇▆██▋▇▍▇ (▅▆ ▅██▍▅ ▉▉ ▋▇█ ▋▆▉▉▊▇▊ ▌▇▋▊▇'▅ ▇▄▄▄▅ ▍▋▆▋▋▄▅ ▌▍▋▄▊▉)
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
                
                
                
                
             
         
        
            
            
            
                
                pickaxe chain controller LODing
                
                
                
                
             
         
        
            
            
            
                
                min/max length constraints respected properly and slightly reduced precision in collision detection
                
                
                
                
             
         
        
            
            
            
                
                corrected LODing on cloth controllers for ghostsheet
                
                
                
                
             
         
        
            
            
            
                
                Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
                
                
                
                
             
         
        
            
            
            
                
                some chain material setups
                
                
                
                
             
         
        
            
            
            
                
                fixed wrong rotation constraint axis being used for one of the limits
                
                
                
                
             
         
        
            
            
            
                
                basic gizmos on constraints
                
                
                
                
             
         
        
            
            
            
                
                fixed length modifier and gravity on capes
                
                
                
                
             
         
        
        
            
            
            
                
                ghostsheet setup, split bone controllers for better collision control
                
                
                
                
             
         
        
            
            
            
                
                improved edit-time gizmos so you can see colliders and constraint setups
                
                
                
                
             
         
        
            
            
            
                
                split gizmos between configuration and playmode
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Added versions of ghost sheet and dracula cape without burst cloth rig
Added proxy cape models
                
                
                
                
             
         
        
            
            
            
                
                converting rotation constraints to radians when processed
                
                
                
                
             
         
        
        
            
            
            
                
                drop tickrate on some cloth assets
                
                
                
                
             
         
        
            
            
            
                
                contacts are found once at the beginning of the tick and solved alongside distance constraints
                
                
                
                
             
         
        
            
            
            
                
                Separated rotation constraint data from bone data
                
                
                
                
             
         
        
            
            
            
                
                improved collision responses to be resolved positionally without adding velocity into the system
                
                
                
                
             
         
        
            
            
            
                
                fixed summing of position adjustments with sibling constraints and removed their rotation contribution
                
                
                
                
             
         
        
            
            
            
                
                reduced max tick rate on cloth
                
                
                
                
             
         
        
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                switch to velocity verlet integration
                
                
                
                
             
         
        
            
            
            
                
                hitbox gizmos match their actual size
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Updated DraculaCape with new settings
                
                
                
                
             
         
        
            
            
            
                
                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