branchrust_reboot/main/BurstClothTestbedcancel

60 Commits over 151 Days - 0.02cph!

12 Months Ago
undoing some unintentional changes from merges
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
missing change on spring
12 Months Ago
added default materials for chain/spring/cloth
12 Months Ago
merge from main
12 Months Ago
got rid of noisy rotation constraint gizmo
12 Months Ago
adjust origin of clothsim on diver ak VM
12 Months Ago
rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
12 Months Ago
mrege from main
12 Months Ago
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
12 Months Ago
configured ghostsheet with default length constraints
12 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)
12 Months Ago
updated test cloth mat
12 Months Ago
▊▆▅▇▇▍▋ ▇▋▆▋▌▍▍▊▅▍▉ ▊▊▄▌▋▆█ ▍█ ▋▅ ▆▌▅ ▍ ▌▄▋▅▆▅▊▅▆▇ █▌ ▍█▅▆█'█ ▋▍▌▍.▋▉▌▌█ █▄▅▉█▊▌ ▅▌▌ ▄▊ ▇▄█▌█▇ ▇██▇▉▊▋ ▅▅▅▍▆▆ ▇▇▋▅ ▅▄▌ ▄▆▄▇▆██▋▇▍▇ (▅▆ ▅██▍▅ ▉▉ ▋▇█ ▋▆▉▉▊▇▊ ▌▇▋▊▇'▅ ▇▄▄▄▅ ▍▋▆▋▋▄▅ ▌▍▋▄▊▉)
12 Months Ago
cape cloth prefab setup
12 Months Ago
merge from main
12 Months Ago
updated test scene
12 Months Ago
resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
12 Months Ago
pickaxe chain controller LODing
12 Months Ago
min/max length constraints respected properly and slightly reduced precision in collision detection
12 Months Ago
corrected LODing on cloth controllers for ghostsheet
12 Months Ago
Re-mapped weight curves to relaxation values - also reorganised cloth material SO to make it a bit more readable
12 Months Ago
some chain material setups
12 Months Ago
fixed wrong rotation constraint axis being used for one of the limits
12 Months Ago
basic gizmos on constraints
12 Months Ago
fixed length modifier and gravity on capes
12 Months Ago
cape cloth material
12 Months Ago
ghostsheet setup, split bone controllers for better collision control
12 Months Ago
improved edit-time gizmos so you can see colliders and constraint setups
12 Months Ago
split gizmos between configuration and playmode
12 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
12 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
12 Months Ago
Added versions of ghost sheet and dracula cape without burst cloth rig Added proxy cape models
12 Months Ago
converting rotation constraints to radians when processed
12 Months Ago
merge from main
12 Months Ago
drop tickrate on some cloth assets
12 Months Ago
contacts are found once at the beginning of the tick and solved alongside distance constraints
1 Year Ago
Separated rotation constraint data from bone data
1 Year Ago
improved collision responses to be resolved positionally without adding velocity into the system
1 Year Ago
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
1 Year Ago
reduced max tick rate on cloth
1 Year Ago
updated test scene
1 Year 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
1 Year Ago
switch to velocity verlet integration
1 Year Ago
hitbox gizmos match their actual size
1 Year 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
1 Year Ago
Updated DraculaCape with new settings
1 Year 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
1 Year Ago
merge from main