userLayladcancel

6,595 Commits over 3,408 Days - 0.08cph!

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
2 Months Ago
Order in groups too
2 Months Ago
Use order attribute in component sheet to allow property order
2 Months Ago
Forgot to add mesh icons
2 Months Ago
Add scene mesh tools https://files.facepunch.com/layla/1b0611b1/sbox-dev_Ml4FygXEwC.mp4
2 Months Ago
Remove these editor checks, we want to still update the mesh while playing
2 Months Ago
Polygon mesh and mesh component
2 Months Ago
Add Mesh.TriangulatePolygon to triangulate a polygon without needing a massive library
2 Months Ago
Move primitive builders to Editor.MeshEditor
3 Months Ago
Fix scene asset drag drop not working while an asset is already selected
3 Months Ago
If drag drop trace doesn't hit anything, try hitting grid plane
3 Months Ago
Check for non uniform scale properly
3 Months Ago
Approximate hull for sphere collider when it has non uniform scale https://files.facepunch.com/layla/1b2511b1/sbox-dev_cEmmJpViho.mp4
3 Months Ago
Gimzo -> Gizmo
3 Months Ago
Change nudge shortcut to Alt+ (blocks text input otherwise)
3 Months Ago
Build runtime models ray trace objects with mesh collision data, this makes more sense for now and doesn't fuck up triangle order when you want multiple materials
3 Months Ago
Add arrow key nudging to scene menu https://files.facepunch.com/layla/1b2411b1/sbox-dev_jsu3UScQxU.mp4
3 Months Ago
Add IMaterialSetter for material drops UseRenderMeshes for material drops as they don't care about tags
3 Months Ago
Make these functions more readable
3 Months Ago
Add Rotation.ClosestAxis - Will give you the axis most aligned with the given normal Add Gizmo.Nudge - Will give you a nudge vector along the most aligned left and up axis of the rotation
3 Months Ago
Fix PositionEditorTool not snapping properly in localspace
3 Months Ago
Editor tools can create subtools, move, rotation, scale become subtools
3 Months Ago
Change Gizmo.Contol.BoundingBox to new box resize gizmo because this function isn't being used anymore
3 Months Ago
Create runtime buffers for dynamically created meshes so they can create trace data, allows them to be scene traced
3 Months Ago
Early out of CreateToolsTriangleList when there's no runtime buffers but also assert because ideally this should happen
3 Months Ago
Init frustum as ortho when using ortho, fixes PointToScreenPixels. Obsolete OrthoWidth
3 Months Ago
Adjust size of EnumControlWidget popup to see if that fixes weird position sometimes Also don't add icon button if there's no icon
3 Months Ago
Clear cache body parts on model so that bodygroups in inspector can update properly Add material groups and body parts to their control widget value hashes so they refresh on model reload https://files.facepunch.com/layla/1b1511b1/sbox-dev_10llRRdkD3.mp4
3 Months Ago
Add PhysicsBody.AddCylinderShape and PhysicsBody.AddConeShape Add hull collider component to combine multiple hull shapes with selector (box, cone, cylinder) https://files.facepunch.com/layla/1b1511b1/sbox-dev_KwarwIJ8dm.mp4
3 Months Ago
Fix Camera.RenderToTexture incorrect aspect when using ortho, just use ortho height, we don't use ortho width and it should be removed
3 Months Ago
Add SkinnedModelRenderer.AnimationGraph to override animgraph
3 Months Ago
Abs the radius in Gizmo.Draw.LineCylinder so it isn't all fucky
3 Months Ago
Allow multiple ShowIfAttributes, will show property if any of them are true
3 Months Ago
Add SerializedProperty.GetAttributes, will be needed if we want to get multiple attributes
3 Months Ago
Fix triggers activating when collision default is set to ignore
3 Months Ago
Add joint break strengths to modeldoc
3 Months Ago
Support Scene.trace.Body (todo: multi, sweep) https://files.facepunch.com/layla/1b1211b1/sbox-dev_G86CwDirl8.mp4
3 Months Ago
Setting SceneModel.AnimationGraph to null resets to model animgraph instead of crashing
3 Months Ago
Fix ColorControlWidget popup not constraining to screen
3 Months Ago
Creating an invalid hull or mesh physics shape will always return a valid shape (tiny sphere) so warn when this happens
3 Months Ago
Title case and remove whitespace when creating new components
3 Months Ago
Add Rigidbody.MassOverride
3 Months Ago
Dont calculate mass for heightfield
3 Months Ago
Mesh contact checks IzConcaveShape
3 Months Ago
Heightfield shape
3 Months Ago
Use plane collider for some scenes
3 Months Ago
Add plane collider because I'm sick of thin boxes being used for floors
3 Months Ago
Sphere query broadphase
3 Months Ago
Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor