userGarry Newmancancel
branchsbox/movetype_cleanupcancel

15 Commits over 0 Days - ∞cph!

2 Years Ago
When sucking the transforms from physics objects to entities, also suck the velocity
2 Years Ago
Fixed not compiling in debug mode
2 Years Ago
remove groundlink.h
2 Years Ago
Re-enable PhysicsThinks because I don't have the bandwidth to figure out whether it's needed
2 Years Ago
Remove a ton of unused entity flags Unused portal code Remove groundlink Remove basemodel fadeout thinks
2 Years Ago
PhysicsEnabled works on client
2 Years Ago
Clean up physics debug draw, color static, keyframe, dynamic in different colours https://files.facepunch.com/garry/f91c71d9-336b-4c1a-b471-f9a5c7962627.jpg
2 Years Ago
delete IPhysicsPlayerController Delete IPhysicsShadowController, simplify
2 Years Ago
delete positionwatcher from vpc
2 Years Ago
Entity.Position no longer sets body positions There was a hack here.. when players respawned we obviously set their positions to the new spawnpoint. But then their keyframed physics hull would rush to that position (via ForceUpdateIfKeyframed).. which hit anything in its path. Snapping the position was the wrong move here imo, I will explore alternatives.
2 Years Ago
delete positionwatcher.h Got phys_debug_draw working again Remove unused
2 Years Ago
delete vphysicsupdateai_t Completely remove movetype
2 Years Ago
delete MoveCollide_t
2 Years Ago
More StepSimulation
2 Years Ago
Fix physics timescale default wip