7,110 Commits over 3,531 Days - 0.08cph!
Delete g_pSource2Server
Move view_shared to engine2
Remove gameinfo.gi, define these keyvalues in C++
Delete source2gameentities
Delete source2serverconfig
Delete source2clientconfig
IzDynamicTree uses izAlignedAlloc
Remove all native game code, client, server, host
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Delete baseplayer and prediction system to make a start on deleting game dlls
Delete faceposer and postprocessingeditor
Add editor handles for joints
Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled
Fix incorrect hinge gizmo drawing
Hinge center and axis use game object transform instead of properties
Do the same for slider axis
Update izabu and add my changes
Joints grab body from keyframe collider if all else fails
Joints test scene https://files.facepunch.com/layla/1b0511b1/sbox.2023.12.05.13.20.39.mp4
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Bit of cleanup
simd cell triangle vertices up front
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
Terrain collider but commented out cos master doesn't have it yet
simd cell triangle vertices up front
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Fix NRE in draw gizmos when joint isn't attached to another object
Fix incorrect adding of prismatic joint
Enable limits on prismatic and revolute when limits are valid
Hinge limits and friction
Slider joint
Add BreakForce and BreakTorque to base joint (izabu needs to support joint breaking now)
Spring joint
Fixed joint
Don't get joint properties from the joint, they wont exist until scene starts
Change linear slop instead of convex radius
Set convex radius to what rubikon used (should we change linear slop instead?)
Base joint component
Start of hinge component
Make sure maps set the world reference body
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later
Remove "This AddShape method isn't properly implemented yet. Sorry." it should be now
Fix ResourcePath being used instead of ResourceName for physics materials
Failing to create hull or mesh will still add a valid shape (insignificant sphere)
Define IZ_UNITS_PER_METER in engine2
Hammer: Fix crash trying to simulate softbody
Fix mistake in hull copy when adding transformed hull
Fix zero radius capsules in some maps crashing the game, clamp to convex radius
Izabu Physics (#1308)
Replaced the physics library to provide us with easier updates and bug fixes. No softbody (yet)
Impl shape getscale, not really needed but our api has it
Add back CreateDebugSceneObject, hammer uses this to render collision