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701 Commits over 458 Days - 0.06cph!

3 Days Ago
Update Test Scene https://files.facepunch.com/lolleko/2025/January/10_18-17-TornAllosaurus.mp4
3 Days Ago
Cleanup spline component & tool naming
3 Days Ago
Base SplineModelRenderer of ModelRenderer Allows Tint, MaterialOverrides and other options to be used on spline models
3 Days Ago
Enable Global Scale for spline models https://files.facepunch.com/lolleko/2025/January/10_11-16-TintedAfricanparadiseflycatcher.png
4 Days Ago
Some Model Deformation optimization Still only on the CPU but it's surprisingly fast https://files.facepunch.com/lolleko/2025/January/09_21-39-VacantIridescentshark.mp4 Add spacing parameter https://files.facepunch.com/lolleko/2025/January/09_23-00-AngelicVipersquid.mp4 🚂 Update Spline Collider to match new SplineModel Deformation https://files.facepunch.com/lolleko/2025/January/09_23-59-LinearAlligator.png Delete legacy/unused deformation code
4 Days Ago
More customization for tangent frames/up vectors This is useful for stuff like loops. 1. Default Up Vector (0,0,1) -> twisting artifacts: https://files.facepunch.com/lolleko/2025/January/09_17-52-OrangeredCowrie.png 2. Automatic up vectors using rotation minimizing frames (RMF) https://files.facepunch.com/lolleko/2025/January/09_17-53-DesertedClam.png 3. Manual up vectors/frames: https://files.facepunch.com/lolleko/2025/January/09_17-52-MisguidedWryneck.png
5 Days Ago
Move spline deformation away from vertex shader to allow deformation of arbitrary models Deform spline models on the CPU like a cavemen. Use RMF to avoid twisting artifacts. Will move this to a compute shader eventually. https://files.facepunch.com/lolleko/2025/January/08_10-35-AgileHectorsdolphin.png
6 Days Ago
Play around with tangent frame calculation using Parallel Transport / RMF https://files.facepunch.com/lolleko/2025/January/07_20-51-CriminalBlackfish.mp4
6 Days Ago
Fix some NREs in spline model renderer
6 Days Ago
Binary search for accessing splines at a distance
6 Days Ago
Remove GetNormal function from spline component for now There are so many different ways to calculate normals for splines (Frenet-Serret-Frame, Fixed Up Vector, RMF/Parallel Transport...) Not sure yet, which one we want to offer.
6 Days Ago
Fix spline loop (de)serialization
7 Days Ago
Add some really simple jumping animations to nav test scene https://files.facepunch.com/lolleko/2025/January/06_17-14-NotableChanticleer.mp4
7 Days Ago
Cleanup spline components and test scene
7 Days Ago
Scene reproducing Facepunch/sbox#1756
8 Days Ago
Rename some vars in spline math
8 Days Ago
code -> Code
10 Days Ago
Bump hitbox of spline line Align tangent mode names with exiting curve class Fix roll and scale changes not invoking spline changed
10 Days Ago
Fix spline gizmo culling
11 Days Ago
More spline undo improvements
12 Days Ago
Revert "fix PlayerSquish collision" This reverts commit 18ba5597c624789e8e8b999e7b64bd33ae33e4ae.
12 Days Ago
fix PlayerSquish collision
12 Days Ago
Improve spline editor undo
14 Days Ago
Fix typos
15 Days Ago
Bounding box calcualtion for spline components
21 Days Ago
Defocus input when switching spline point
21 Days Ago
Cleanup Spline Editor Proper undo support for gizmo initiated changes Frustum cull Gizmos as they are fairly expensive to create. Optimize Gizmo drawing.
21 Days Ago
Spline Collision Support BoneTransforms and Rotation Spline collider now provides accurate collision for any shape and any rotation. Deformed/Twisted citizens with collisions: https://files.facepunch.com/lolleko/2024/December/23_12-34-DishonestQuagga.png https://files.facepunch.com/lolleko/2024/December/23_12-34-HorribleNightheron.png
25 Days Ago
Add Shader Classes Test
25 Days Ago
Spline collider now supports all collision shapes Added custom subdivision logic for each shape. How much subdivision/collision geometry is created can be controlled by the user via property. Performance still sucks, but optimization should be easy going forward. Individual bone/shape transforms are currently not working. https://files.facepunch.com/lolleko/2024/December/19_18-49-AnotherDrongo.png https://files.facepunch.com/lolleko/2024/December/19_18-48-SecretNuthatch.mp4
25 Days Ago
Update terrain scene, adjust things, envmapprobe had inverse scale (wtf), use ibl, should be a good starting point to have a terrain with nice lighting setup https://files.facepunch.com/sampavlovic/1b1911b1/NLZEcHl7Uh.jpg
26 Days Ago
Filter duplicate vertices after spline deformation and before qhull
26 Days Ago
Hull based spline collisions Allows proper physics simulation of the spline models. Works okay for boxes, still need to figure out why izabu quick hull struggles with more complex shapes. https://files.facepunch.com/lolleko/1b1811b1/sbox-dev_YFlVR7whUv.mp4
26 Days Ago
Update trails scene
27 Days Ago
PoC spline collisions Currently just super hacky static mesh/model collision https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4
28 Days Ago
Deform spline model bounds to ensure accurate frustum culling https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_FuFEWnL2FA.png https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_xrWVBJicsC.png
28 Days Ago
Use sceneobjects for spline model instances instead of Graphics.Draw
28 Days Ago
Fix duplicating a spline point with shift not copying roll & scale
28 Days Ago
Remove stackalloc (it's not whitelisted)
28 Days Ago
First pass on spline model deformation https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_pXP1R0vFzj.mp4 https://files.facepunch.com/lolleko/1b1611b1/sbox-dev_1SBGUutgNa.png
29 Days Ago
Use WorldTransform/LocalTransform
33 Days Ago
Update Roughness_test
33 Days Ago
Add roughness test scene, Compares if IBL GGX Filter matches reference
33 Days Ago
Fix obsoletes
35 Days Ago
Nav Basic: Reduce rotation on test slope to account for floating point inaccuracies
35 Days Ago
Splines: Add working state from a couple of months ago (pre FP) Basically a port of my C++ spline library wrapped with a component + editor tool. Still requires some API and Editor UX cleanup. https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_0KaDTZAF7l.mp4
35 Days Ago
WIP scene that tests navlinks
36 Days Ago
Make ragdoll components NotEditable in IsEditor
36 Days Ago
Rebuild ragdoll if bones change (model reload)
36 Days Ago
Auto populate ragdoll renderer and model on awake if none are set