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6,593 Commits over 3,408 Days - 0.08cph!

60 Days Ago
ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations
2 Months Ago
Reset anim graph instance on model change
2 Months Ago
Transform local bounds by scene object transform in CMeshSystem::ChangeModel, fixes incorrect bounds on mesh renderer model change
2 Months Ago
Add Model.Physics.Surfaces to get all physics surfaces used in a model
2 Months Ago
Created bone objects on skinned model renderer update on model reload and model change
2 Months Ago
ShaderGraph: Fix ScreenPosition.XY incorrect component count
2 Months Ago
Sprite shader flips with uv sign Add SpriteRenderer FlipHorizontal and FlipVertical
2 Months Ago
ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code
2 Months Ago
Fix terrain trace hit normal
2 Months Ago
Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4
2 Months Ago
ImageFormat.Default uses RGBA8888
2 Months Ago
Izabu: Don't try to destroy null proxy
2 Months Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
2 Months Ago
Set hitbox surface
2 Months Ago
And some more
2 Months Ago
Null checks in RefreshContacts
2 Months Ago
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
2 Months Ago
Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object
2 Months Ago
Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense
2 Months Ago
Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too
2 Months Ago
Fix async warning in PreviewMesh
2 Months Ago
Make joint more robust in finding physics bodies, improve the gizmos a bit Better anchor points for spring joint
2 Months Ago
Fbx serializer is too spammy Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes Don't create model for preview mesh if there's no valid meshes
2 Months Ago
Don't preview smd for now
2 Months Ago
Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png
2 Months Ago
Proper fix for hull vs mesh at large coordinates (thanks dirk)
2 Months Ago
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does
2 Months Ago
Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again
2 Months Ago
This bounds checking in izCreateBVH is wrong
2 Months Ago
And this
2 Months Ago
Same bounds fix for DirtyControlMapRegion
2 Months Ago
spring joint
2 Months Ago
Fix errors
2 Months Ago
Hide terrain component, don't create this manually
2 Months Ago
Make block primitive hollow option work
2 Months Ago
Clamp instead of throw in DirtyHeightmapRegion so we can paint on terrain boundary
2 Months Ago
Collide against heightfield grid instead of trying to triangulate it exactly, slightly less accurate but faster
2 Months Ago
Half edge renames
2 Months Ago
Draw open edges with half thickness
2 Months Ago
Render open edges with smaller thickness until I render hash marks for them
2 Months Ago
Add PolygonMesh.IsEdgeOpen
2 Months Ago
GetEdgeVertices has two out vertices, instead of returning array
2 Months Ago
Create grid debug shape for heightfield, faster but could be faster Don't build steam audio static mesh for heightfields, too slow currently (do we care?) Update terrain collider when terrain is dirty
2 Months Ago
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
2 Months Ago
Delete block tool scene object if creation gets cancelled
2 Months Ago
Support heightfield in CPhysicsShape::GetTriangulation
2 Months Ago
Move resize box to world space position before snapping it https://files.facepunch.com/layla/1b0711b1/sbox-dev_fVEF49E04T.mp4
2 Months Ago
Protect against invalid transform in CPhysicsBody::AddMeshShape, fixes crash some games are having
2 Months Ago
Refactor ray and shape cast (#78) Shape casts are more naturally expressed as an origin transform with translation. Ray casts now use this convention as well. cast (start,end) -> (origin,translation) Add support for multiple cast hits with a callback. Added test for this. Improved test bed with: - first person camera on right-click - tree view for tests - all tests in cpp files for faster iteration - tests are now categorized - save/load of settings shape cast penetration (#79) Simple penetration computation for sphere and capsule casts that initially overlap. Must be within radius. Deep overlap not supported. For sphere or capsule versus mesh, returns the deepest triangle. Added buffering and flushing for text rendering. Report penetration for all cases (#80) Report final penetration in all cases, this lets a character mover sweep and resolve. This is needed because shapes with a radius may have a small overlap at the end of the shape cast. fixes: - sleeping assert - sleeping tolerance use length units - fix shape filtering in broad-phase Cast bug fix (#81) missing case in recent refactor Fix some more cast callback conditions (#82) more testing, more bugs fixed sample IK Solver (#83) Izabu: - Initial commit of full-body IK solver and test Body Definitions (#84) overlap tests remove bvh alignment eliminate duplicate swing/twist functions eliminate redundant limit macros simplify unaligned SIMD load beginning of C API Fix Unreal build (#85) Closest point on body (#86) Also fixed sleep Re-arranged GJK proxy to remove hole in struct Tested closest point in Explosion sample Events (#87) Event arrays are available at the end of the time step instead of using callbacks. Added a faster array for simple data types. Shape definitions for more efficient shape creation. Event fixes (#88) Added hit events and a world level threshold. Captures the manifold point with the largest approach velocity. Added stack array (but not used yet). Added test for hit events. Added initial relative normal velocity the the manifold. We can use this later for speculative restitution. No longer copying manifold data to begin events. All events are configured on shapes and all are off by default. Axis lock Joint active Joint breaking Joint break callback IZ_LINEAR_SLOP ShouldCollide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Sphere query broadphase Heightfield shape Mesh contact checks IzConcaveShape Dont calculate mass for heightfield
2 Months Ago
Bounds checking in izCreateBVH to be safe