7,555 Commits over 3,653 Days - 0.09cph!
Fix physics builder stomping physics tags with material tags, they should just append
Support terrain collision holes (Use I8 instead of A8 image format for hole map), still need to refresh contacts on dirty though https://files.facepunch.com/layla/1b2111b1/sbox-dev_60iyvuYQ7S.mp4
Hull collider can be updated without recreating the physics shape
Use MakeDirty for model collider
Sphere collider can be resized without recreating the physics shape
Capsule collider can be resized without recreating the physics shape
Add internal functions for updating spheres, capsules and hulls
Plane collider can be resized without recreating the physics shape
Move this internal resize attribute to collider so I can make use of it for all the other colliders
Rebuild or update collider if they're a child of the rigidbody object and their local transform changed https://files.facepunch.com/layla/1b2111b1/sbox-dev_UFKO9q1Mrr.mp4
Fix hitbox adding box shape twice the size
Improve flatten tool, first stroke saves a plane to trace against to get flatten height and uv https://files.facepunch.com/layla/1b2011b1/sbox-dev_KIb8siErec.mp4
Update dirty collider region for heightfield materials
Don't cause a rebuild for mesh component when transform chances when scene is not editor
Remove hack from mesh component that is stopping hulls from being kinematic
No need to pin this memory anymore, height shape makes a copy of it
Update height collision region
Update height field without recreating the shape
Don't keep setting terrain collider to static if it's already static, this is causing an on dirty, don't dirty collider on heightmap region dirty, we should be able to update this faster
Add shapeless heightfield cast for Terrain.RayIntersects
Box collider rescales without rebuilding the shape
Wake connected here too for good measure
Don't dirty box collider on size change, update the hull instead - fixes trigger enter/leave when resizing
Add internal UpdateBoxShape, box collider will use it
Update mesh shape by updating the BVH instead of recreating the whole shape
Turn on trace solver again, looks like it performs much better
Use worldspace cloud here for the obstacle, it's always identity so no need to transform it
Clear velocity internally when disabling motion
We can't assume rigidbodies are static when motion is disabled, people are using them for kinematic platforms
Merge latest izabu changes
Fix body cast shape (#113)
reworked cast result
Merge remote-tracking branch 'upstream/main'
Change player grabber to allow unfreezing
Rigid body motion disabled uses static, it doesn't make use of shadow controller so we just miss out on CCD if we use kinematic
Make sure rigidbody disables controller when motion is enabled
Fix sliding down slopes, move to height of ground trace hit position
ifdef this shit out to see if it's slowing us down
Turn off trace solver and give box traces a small radius by default to see if anyone notices
Put linear cast callback on the query shape, this makes more sense
Make sure linear cast callback is set for updated mesh shapes!!
Keep the same physics contact for both sides, I don't think it makes sense to randomly flip these
Make sure all izabu changes are wrapped with SBOX define
Just disable b3 asserts, i can enable them when needed
Don't enable these asserts in retail (hopefully)
Fix potential crash when getting triangle material
Don't allow zero density on shapes
Don't save contact in touch event, unsafe to keep around by the time events are processed, just save the hit data
Prepare notification for touch persists