Volumetric armor meshes#599
Draft
LengthenedGradient wants to merge 169 commits into
Draft
Conversation
Temporary placeholders; subject to change
Eventually intended to function similar to the P2M controller. Will likely support compile/decompile actions for ease of building.
Reuse old work that's still salvageable
This may be better for storage later.
Will need to remove backwards compatibility placeholders later.
Certain classes like primitives will reinitialize, so we shouldn't generate the mesh twice if we know it will be replaced.
From elsewhere in the codebase: "skull is around 7-8mm on average for humans, but this gets thicker with bigger creatures; further modified by bone density compared to steel"
Render server (orange) and client (purple) convex vertices to demonstrate desync
Network convex materials, so armor properties can be computed on the client.
Similar to trace but as an image. Prevent Toolgun effect from firing when doing armor scans. Also prevent combos from affecting each other, e.g. CTRL vs CTRL + SHIFT.
Add penetration slider which colors are scaled off of.
Singleplayer prediction issues, underlayed image not appearing.
Lazy initialize material instead of using a timer delay.
Ideally we shouldn't hard code the locations unless we have to.
Should only be used for tool information
Pseudo contraptions will have similar structures to regular contraptions, but for the purposes of a list of entities. This way, contraption and sphere search metrics can use the same pipeline. Refactored both contraption readout and cost breakdown to match this.
ACF.CostLimit global added. Defaults to 500. Randomly checks all contraption's costs and disables those that exceed the limit.
Converts all supported sprops on an old dupe with armor applied to them into their primitive equivalents
Armor was only saved to entity modifiers if done through the player's tool. This has been fixed.
While storing everything as indices is useful for serialization, that could just be done in a one time step. It doesn't make so much sense to reindex when doing many intersection queries.
When the user clips inside of an entity, trace.normal returns abnormal directions, if at all. Use this instead.
Should stop annoying errors when it can't apply to existing primitives
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Draft PR for organization and testing