673 Commits over 427 Days - 0.07cph!
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
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
Filter duplicate vertices after spline deformation and before qhull
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
PoC spline collisions
Currently just super hacky static mesh/model collision
https://files.facepunch.com/lolleko/1b1711b1/sbox-dev_03QtKgtfYW.mp4
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
Use sceneobjects for spline model instances instead of Graphics.Draw
Fix duplicating a spline point with shift not copying roll & scale
Remove stackalloc (it's not whitelisted)
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
Use WorldTransform/LocalTransform
Add roughness test scene, Compares if IBL GGX Filter matches reference
Nav Basic: Reduce rotation on test slope to account for floating point inaccuracies
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
WIP scene that tests navlinks
Make ragdoll components NotEditable in IsEditor
Rebuild ragdoll if bones change (model reload)
Auto populate ragdoll renderer and model on awake if none are set
Add Ragdoll.StartAsleep, put to sleep on first update because joints are created in OnStart so sleeping has to happen after that
Set these hidden flags on creation too
Add properties to ragdoll to show rigidbodies, colliders, joints
Water uses Emission & Schlick fresnel rather than Albedo for refraction
Remove Reflection mode from water, do it all inline, it's overcomplicating things and the way to do this is being changed, it's unlikely we can manage to do SSR with roughness fast on translucents, go back to Albedo rather than Emission for now
Use large plane for water
add shader_lighting test scene
shader SSR test scene
GTAO is in engine now
Update ssao.scene
Fix up GroundTruthAmbientOcclusion
Always create ragdoll bodies at the saved gameobject transform unless the bone has just been created, allows for ragdoll posing in editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_pSeZ9ABT7i.mp4
Remove Ragdoll.DriveFromAnimation, active ragdoll stuff should be a component on top
Add navigation obstacle scene and examples
Ssao.scene tests both ao techniques at once
Exaggerate broken shadows
Tweaked multicam shadow scene
Added multicam.brokenshadows.scene
update particle rework scene
Create ssao.scene
Delete fluid simulation, this isn't going to work
update particle.rework scene
Action prefab variable test
Facepunch/sbox-issues#6880
Simplify mirror component, use fixed render target size to show that we can
Fix mirror to use oblique near clip plane
Fix mirror to use oblique near clip plane
Mirror tweaks to fix aspect ratio, add resolution scale