203 Commits over 580 Days - 0.01cph!
Refactor using GameTask.WorkerThread()
Small cleanup
TextureSdf: send path instead of resource ID for now
2D SDF quality preset tweaks
Send more SDF updates per message
Working on letting chunks process batches of updates in parallel
WIP trying to get compute shaders to work
Triplanar shader now uses object space
Allow changing the transform of an SdfWorld again
Fixed SdfWorld.ClearAsync()
Implemented SdfWorld.ClearAsync()
Just mark old synchronous API as obsolete
Fixed race condition in Sdf2DArray.WriteTo( writer )
Some cleanup
Fixed some mesh updates not happening until the next modification
Async refactor
Fixed dodgy rebase
WIP trying to get compute shaders to work
Quality tweaks for performance
WIP make ISdf3D net read / writable
SDF net writing refactor, support for ISdf2D
SDF modification list networking
Chunks are no longer entities
New networking seems to work!
Server-side chunks are only modified if they have collision
Build meshes for chunks closest to players first
ISdf3D logging
Material tweaks
WIP reorganize how meshes are updated
Material tweaks
WIP reorganize how meshes are updated
Server-side chunks are only modified if they have collision
Build meshes for chunks closest to players first
ISdf3D logging
New networking seems to work!
Chunks are no longer entities
SDF modification list networking
WIP make ISdf3D net read / writable
SDF net writing refactor, support for ISdf2D
Replace scorch mask texture
WIP make ISdf3D net read / writable
Working towards new way of networking 3D SDF worlds
ISdf3D.SampleRange now takes a transform instead of BBox
Implement ISdf3D.SampleRange for cellular noise
3D SDF name consistency
Added Sdf3D.Bias( otherSdf, scale )
Added ISdf3D.SampleRange() with a default implementation
WIP Cellular noise SDF primitive
Max network write rate is higher for 2D chunks
Limit chunk update rate over the network
Include shader includes in package
Updated shaders after Facepunch/sbox#1041
Null mesh check in Sdf2DMeshWriter
Updated addon tags / descriptions
Use 3D white texture as a default for 3D chunks
Documented all public members of libsdf
Only delete blob tool preview on server
Refactored triplanar shader
Deleted old marching cubes stuff
Added 3D SDF primitives
Some 2D refactoring
Tabify
WorldQuality refactor to support 3D worlds
Abstracted out SdfArray from Sdf2DArray
Implemented Sdf3DArray
Added Sdf3DVolume resource
Big abstracting refactor
Mining demo renaming SDF materials to layers
Sdf3D Array, Chunk, World, stubbed MeshWriter
Sdf3DMeshWriter structs and enums
Break up MeshWriter classes, basic example for generated 3D cases
3D cases code gen boilerplate
First pass at finding edge loops
Generate code for adding triangles
Fixed degenerate triangles
Fleshed out the rest of Sdf3DMeshWriter
Flipped triangles
Updated blobtool
Fixed some bugs with generated vertices
Mesh generation is multithreaded again
Smoother normals
Sdf modification methods are now async
Allow synchronous modifications too
Some thread safety, including copy samples before generating mesh
Use a lower resolution collision volume
Limit how much work is done on the main thread each tick
Fixed garbled triangles when subtracting
Fixed subtract just lasering in a straight line
Fixed garbled triangles when subtracting
Fixed subtract just lasering in a straight line
Limit how much work is done on the main thread each tick
Use a lower resolution collision volume
Allow synchronous modifications too
Some thread safety, including copy samples before generating mesh
Sdf modification methods are now async
Fixed some bugs with generated vertices
Mesh generation is multithreaded again
Fleshed out the rest of Sdf3DMeshWriter
Flipped triangles
Updated blobtool
Fixed degenerate triangles
Generate code for adding triangles
3D cases code gen boilerplate
First pass at finding edge loops
Break up MeshWriter classes, basic example for generated 3D cases