branchrust_reboot/main/ice_sculpturescancel
176 Commits over 61 Days - 0.12cph!
super basic in-editor marching cube setup to make experimenting a bit easier
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
handling item condition properly on ice sculpture deployables
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
better defaults on sculpting tool data
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode
- also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
added additive mode for tools that puts ice back - only on the ice pick right now for testing
initial smoothing from water splashes
- can't splash with sprinklers (too high amount requirement)
initial support for per-tool carving settings
- separated mask of carving modes and settings for shapes / sizes
- only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
Ice shader: triplanar normal map correction
Ice shader: fix culling/flickering when gpu instancing is enabled
handling serverside collision with a coarse collider, this disallows shooting through holes made in the sculpture
removed old unused ice textures now we have the composite texture
not completing sculpture physics bake in the main thread and instead deferring completion until before the next physics step
- drastically reduces impact of sculpting and loading sculptures on the main thread, the bake is generally finished before the frame is finished
ammended sculpture belt switching logic to be less confusing when the sculpture is locked
removed material duplicates that are being handled with an mpb in code
- only difference is fresnel power being 6.5 instead of 4.5 on one of them, need to check if that's intentional or not
hooked up new light setup in code
Lighting prefab with full color palette.
Ice shader: use packed textures to reduce texture sampling, and clean up GUI
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved
- makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
corrected readonly attributes on jobs that were mistakenly using a facepunch one due to namespaces
tweaked ice sculpture IO input rotations, also rendered new icon
corrected material initialization logic so emissive material and property is actualy set when loading
saving/loading sculpture light settings
set dayaans material values to the default, tweaked tiling of cracks slightly, tweaked ice colour to be a bit more blue in anticipation of the ice_composite texture consisting of R - albedo G - Height - B - Smoothness - A ao. Old textures can now be removed once Dayaan has hooked up the new texture
toast to show if you're trying to edit a sculpture while it's locked
any edited sculpture shows picture CornerIcon in UI
Ice shader: screensize and edge length now factor into tessellation
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
fixed lod1 uv1 for emissive broken
colour picker fixes/cleanup
- added support for multiple renderers
- using MaterialPropertyBlock rather than Material
- deleted per-colour materials other than on/off variants
set up emissives and diffrent light colours + materials
added IO artwork and light to ice pedestal, added emissive on UV2, added to gibs, set up IO positions and test emissive materials
merge from main (needs codegen)
Added a light with configurable color to ice sculptures
basic IO setup of sculpture - temp port positions, can just use On flag to toggle lights
Ice shader: add tangent reconstruction normals will now behave properly, improve parallax offset calculation, and add frost min/mid/max sliders.
Disabled the animation from HitGuide because DepthBuffer limitations, hashtag sadface.
Fluffed up the hit marker. (Kinda needs soft blend tho)