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6,929 Commits over 3,469 Days - 0.08cph!

9 Days Ago
We can't assume rigidbodies are static when motion is disabled, people are using them for kinematic platforms
9 Days Ago
Merge latest izabu changes
9 Days Ago
SBOX changes
9 Days Ago
Fix body cast shape (#113) reworked cast result Merge remote-tracking branch 'upstream/main'
9 Days Ago
Change player grabber to allow unfreezing
9 Days Ago
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
9 Days Ago
Make sure rigidbody disables controller when motion is enabled
9 Days Ago
Fix sliding down slopes, move to height of ground trace hit position
9 Days Ago
ifdef this shit out to see if it's slowing us down
9 Days Ago
Turn off trace solver and give box traces a small radius by default to see if anyone notices
10 Days Ago
More interface cleanup
10 Days Ago
Put linear cast callback on the query shape, this makes more sense
10 Days Ago
Make sure linear cast callback is set for updated mesh shapes!!
10 Days Ago
Keep the same physics contact for both sides, I don't think it makes sense to randomly flip these
10 Days Ago
Fix collision sounds
10 Days Ago
SBOX changes
10 Days Ago
Make sure all izabu changes are wrapped with SBOX define
10 Days Ago
Negative mesh scale fix
10 Days Ago
Izabu latest (#1625)
10 Days Ago
Just disable b3 asserts, i can enable them when needed
10 Days Ago
Don't enable these asserts in retail (hopefully)
10 Days Ago
Fix potential crash when getting triangle material
10 Days Ago
Don't allow zero density on shapes
10 Days Ago
Don't save contact in touch event, unsafe to keep around by the time events are processed, just save the hit data
10 Days Ago
Prepare notification for touch persists
10 Days Ago
GetTriangulation for heightfields
10 Days Ago
Update to latest, update vpc, wrap any izabu changes in SBOX defines Add back body axis lock Linear slop is 0.03125 in sbox Allow joint to become inactive Joint is enabled if it's active Add should collide callback Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor Add joint break callback Don't calculate mass for height shapes Test max impulses for joint breaking AddSpringJoint Fix compile errors in physics joint Fix GetBody, AddBody, StepSimulation, StepUpdateManaged World and shape userdata is void* now not intptr Fix body types Joint max impulse limits Create shapes with default shape def Default world def Setup contact modify and should collide callbacks Fix AddBoxShape Add material list to BVH IsConcave -> IsMesh IzArray -> IzSlowArray IzTOIQuery -> IzTOIResult IzGeometry -> IzQueryShape Remove custom cast callbacks for now, can probably use their casting now Shape, Joint, Contact are structs now Fix more compile errors Remove these sweep functions from interface, we're not using them Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load Fix GetTriangleMaterialIndex for meshes AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list Comment out all cast functions so we can compile Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd Deep copy rubikon hull to izabu hull Should collide callback is backwards, woops Fix StepUpdateManaged not accessing active bodies, woops Destroy hull after adding it to hull shape, shapes no longer own the hull CastBoxSingle AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale Make sure BVH gets destroyed on shape destroy Swap bit fields when copying BVH nodes Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive) Izabu has body enable/disable so just use that instead of our shit Get rid of these single body casts, they're not being used Enable sensors for triggers Missed an angular lock Route asserts to engine so they show up like any other assert Disable this contact assert, doesn't make sense Hook up joint break callback, disable joint on break These cast functions aren't used either Remove GetBboxFromProxies Try casting box with a small hull skin to avoid getting stuck Run a trace solver on hit shape to get the proper hit fraction and start in solid Move trace solve to cast callback so everything can use it Use our filtering in cast callbacks Grab triangle on base mesh so that it should work for both mesh and heightmap Get rid of all this shit, it's no good Hulls sweep with a radius Resolve hit penetration (should add to trace API?) ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing Remove more unused from interface Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about Shape casts can have a start rotation ( cast rotated box, capsule, etc) Implement CastRayMultiple, CastShapeMultiple Use a callback for izLinearCast so we can override it and do our own Add per triangle material properties to base mesh Sensor events Touch events Fix sensor typo stopping sensor events from working sometimes Allow physics interface to easily switch to using trace solver so we can evaluate which is better for our needs This wasn't a typo, just enable sensor events for every shape because we want to report anything crossing a trigger Filter TestSimulation just returns a bool, we only care if we collide or not, not these bullshit flags, we technically collide with triggers because they're sensors UpdateShadow calls SetVelocityFromKeyframe Make sure body type and use controller are updated when collider Static property is dirty Implement shadow controllers with SetVelocityFromKeyframe, applied pre physics step Reset velocity on body transform change too, setting transform acts as a teleport so all velocity should be gone Actually, don't do this, I think people rely on it even though I wish they didn't Fix MeshCreate not creating nodes properly Report touch lost when removing contacts for sensors and contact events enabled Calling OnContactRemoved in the wrong place Allow contacts to activate for kinematic vs sensor Implement world queries (overlaps) Fix tools_wireframe for reverse z Start on debug drawing, starting with sphere shapes Make debug draw turn on and off Debug meshes Debug capsules Debug hulls HeightField debug Offset terrain collider because internally it's Y up Fix debug draw crashing Fix casting heightfield not working.. wrong winding Shapes have an Overlap function, use that for CheckOverlap instead of CastShape Allow non solid contacts to report touch events for trigger collision rules to keep the collision behaviour we have Call OnContactRemoved when refreshing contacts Begin and end touch events need the contact, our touch events need to calculate hit data Get rid of the prevelocity shit Combine friction and restitution from per triangle surfaces
10 Days Ago
Combine friction and restitution from per triangle surfaces
10 Days Ago
Get rid of the prevelocity shit
10 Days Ago
Begin and end touch events need the contact, our touch events need to calculate hit data
11 Days Ago
Call OnContactRemoved when refreshing contacts
11 Days Ago
Allow non solid contacts to report touch events for trigger collision rules to keep the collision behaviour we have
11 Days Ago
Shapes have an Overlap function, use that for CheckOverlap instead of CastShape
11 Days Ago
Fix casting heightfield not working.. wrong winding
11 Days Ago
Offset terrain collider because internally it's Y up Fix debug draw crashing
11 Days Ago
HeightField debug
11 Days Ago
Debug meshes Debug capsules Debug hulls
11 Days Ago
Make debug draw turn on and off
11 Days Ago
Fix tools_wireframe for reverse z Start on debug drawing, starting with sphere shapes
12 Days Ago
Implement world queries (overlaps)
13 Days Ago
Allow contacts to activate for kinematic vs sensor
13 Days Ago
Calling OnContactRemoved in the wrong place
13 Days Ago
Report touch lost when removing contacts for sensors and contact events enabled
13 Days Ago
Fix MeshCreate not creating nodes properly
13 Days Ago
Actually, don't do this, I think people rely on it even though I wish they didn't
13 Days Ago
Reset velocity on body transform change too, setting transform acts as a teleport so all velocity should be gone
13 Days Ago
Implement shadow controllers with SetVelocityFromKeyframe, applied pre physics step
13 Days Ago
UpdateShadow calls SetVelocityFromKeyframe Make sure body type and use controller are updated when collider Static property is dirty
13 Days Ago
Filter TestSimulation just returns a bool, we only care if we collide or not, not these bullshit flags, we technically collide with triggers because they're sensors
13 Days Ago
This wasn't a typo, just enable sensor events for every shape because we want to report anything crossing a trigger