branchrust_reboot/main/BurstClothTestbedcancel

55 Commits over 151 Days - 0.02cph!

Yesterday
merge from main
Yesterday
got rid of noisy rotation constraint gizmo
Yesterday
adjust origin of clothsim on diver ak VM
Yesterday
rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
2 Days Ago
mrege from main
2 Days Ago
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
2 Days Ago
configured ghostsheet with default length constraints
2 Days 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)
3 Days Ago
updated test cloth mat
3 Days Ago
▊▆▅▇▇▍▋ ▇▋▆▋▌▍▍▊▅▍▉ ▊▊▄▌▋▆█ ▍█ ▋▅ ▆▌▅ ▍ ▌▄▋▅▆▅▊▅▆▇ █▌ ▍█▅▆█'█ ▋▍▌▍.▋▉▌▌█ █▄▅▉█▊▌ ▅▌▌ ▄▊ ▇▄█▌█▇ ▇██▇▉▊▋ ▅▅▅▍▆▆ ▇▇▋▅ ▅▄▌ ▄▆▄▇▆██▋▇▍▇ (▅▆ ▅██▍▅ ▉▉ ▋▇█ ▋▆▉▉▊▇▊ ▌▇▋▊▇'▅ ▇▄▄▄▅ ▍▋▆▋▋▄▅ ▌▍▋▄▊▉)
3 Days Ago
cape cloth prefab setup
3 Days Ago
merge from main
3 Days Ago
updated test scene
3 Days Ago
resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
3 Days Ago
pickaxe chain controller LODing
3 Days Ago
min/max length constraints respected properly and slightly reduced precision in collision detection
3 Days Ago
corrected LODing on cloth controllers for ghostsheet
4 Days Ago
Re-mapped weight curves to relaxation values - also reorganised cloth material SO to make it a bit more readable
4 Days Ago
some chain material setups
4 Days Ago
fixed wrong rotation constraint axis being used for one of the limits
4 Days Ago
basic gizmos on constraints
4 Days Ago
fixed length modifier and gravity on capes
4 Days Ago
cape cloth material
4 Days Ago
ghostsheet setup, split bone controllers for better collision control
4 Days Ago
improved edit-time gizmos so you can see colliders and constraint setups
4 Days Ago
split gizmos between configuration and playmode
4 Days 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
9 Days 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
9 Days Ago
Added versions of ghost sheet and dracula cape without burst cloth rig Added proxy cape models
10 Days Ago
converting rotation constraints to radians when processed
10 Days Ago
merge from main
10 Days Ago
drop tickrate on some cloth assets
10 Days Ago
contacts are found once at the beginning of the tick and solved alongside distance constraints
10 Days Ago
Separated rotation constraint data from bone data
10 Days Ago
improved collision responses to be resolved positionally without adding velocity into the system
11 Days Ago
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
11 Days Ago
reduced max tick rate on cloth
11 Days Ago
updated test scene
11 Days 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
19 Days Ago
switch to velocity verlet integration
20 Days Ago
hitbox gizmos match their actual size
20 Days 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
23 Days Ago
Updated DraculaCape with new settings
23 Days 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
24 Days Ago
merge from main
24 Days Ago
test scene changes
24 Days Ago
some initial balanced values for some cloth assets
24 Days Ago
improved burstcloth - replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better - sibling constraints are also treated as length forces - removed now-unused fields from material - other small improvements to reduce overhead
29 Days Ago
burstcloth improvements - rotational constraints respected - constraint normals are correct now, significant improvement to length constraints - some jobsystem/burst optimizations
30 Days Ago
merge from main