branchsbox-architect/mastercancel
54 Commits over 273 Days - 0.01cph!
fix wall preview fucking up
mesh all sides of wall preview
Don't simulate current tool if we're driving the camera
Allow all tools to use arrow preview
Removed _c's files
Lets not push _c's files every push anymore
Use the new debug overlay thing
test the new particle when removing a room
Updated wall place particle
Temp wall placed particle
Fix bug getting corner half edges or vertices of face
change preview color for removing walls
Add simple preview rendering for wall tool
Fix camera being shit at low fps
Only remove distinct edges when removing room
Properly remove floors by setting the type to zero and removing any edges that don't have a floor opposite
Remove whole rooms with select tool until there's proper selecting
Better copying of face properties
Don't destroy edge of connecting rooms when removing wall, just set the wall type to zero
Try to remove rooms by removing edges that have an outer face
Add half edge data to support foundations and platforms
Better base tool
Create a physics body for each wall, mapping triangle index is unreliable
Try to remove walls with delete tool
Don't allocate massive buffers upfront, resize as needed
Inherit face data when splitting a face
add edge type and face type/height to map save/load
temp tool to raise and lower floors
Add floor mesh so we can replace with a terrain later
Updated lighting on test map
adjusted transparency on grid mat
Fix incorrect wall meshing when there's multiple hidden walls around our vertex connection
Add hidden wall type, wall still exists but isn't meshed
Optimize floor triangulation by just skipping parallel vertices https://files.facepunch.com/layla/1b2111b1/sbox_0176.mp4
Basic floor triangulation
Simple test wall material
Basic Plaster wall material
Add basic map saving and loading
Room detection https://files.facepunch.com/layla/1b1811b1/sbox_0165.mp4
Move wall geometry code out of game
Add grid object
delete empty map, dont need this shit now
fix errors yeah baby yeah
Generate mesh collision instead of convex shapes, faster
send client the edge and not the steps, avoids having to rebuild each step, server already confirmed the edge is valid
Remove body when we're done with it
Create convex collision for each half edge