branchrust_reboot/main/ice_sculpturescancel
176 Commits over 61 Days - 0.12cph!
added playground.sculputres.sav TestSave
- grid of some differently carved sculptures for material testing
sculpture serialization
- added FileStorage type for sculpture data (lz4 compressed)
- changed sculpting data flow so changes are made on the server and then retrieved by the client
dropped block scale a little
switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
showing some visual feedback on where player will chip into the sculpture if they're holding a weapon with a compatible damage type (just ddraw for now)
prefab adjustments and cleanup
recalculating nrender bounds properly after vertices and indices assignment
giving mesh the same name as its entity
cleanup on carving function
sculpting progress
- corrected offset to align pivot to bottom of block
- basic carving, takes a small radius chunk out on-hit with piercing damage
- corrected mesh update to clear previous data correctly
- corrected physics mesh bake to assign collider back correctly
sculpture changes and cleanup
- controls for scaling and offset
- mesh collider has correct mesh assigned
- removed rpc for switching between native/managed (only native now)
introduced manager class that allows marching cubes to be enqueued and then processed in parallel (only iterating and processing thoses that have requested it)
- parallelises the marching between systems
- parallelises the physics mesh baking across job threads as well
reduced per-cube temp allocs
converted to use burst and the jobsystem
- still needs thought on multithreading, but about a 10x speedup from burst usage already
packages
burst 1.8.16->1.8.17
collections 2.5.1
further marching cubes work
- separating sculpting data from marching cubes view through a sampling interface
- pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup)
- some vertex generation changes that would let us interpret non-boolean datasets better
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
slow and greedy starting point for marching cubes
- not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
kitbashed ice sculpture stub prefab setup
- only diverting damage of allowed type at the moment