userLayladcancel

7,110 Commits over 3,531 Days - 0.08cph!

11 Months Ago
Remove shape creation from interface, used for getting hit point and normal from sweeps, should just have a function for it on interface
11 Months Ago
Make aggregate physics library agnostic
11 Months Ago
Implement some more annoying joint functions
11 Months Ago
Set joint local frames
11 Months Ago
Get joint local and global frames
11 Months Ago
Touch found, touch persists and touch lost Enable contact modification if touch persists is enabled Allow contacts to be flagged as non solid so they get reported but not resolved (triggers)
11 Months Ago
Non dynamic bodies mass center is bounds center for now
11 Months Ago
Compute mass for hull Compute mass for sphere and capsule
11 Months Ago
Remove game mass, unused
11 Months Ago
Do the same for HullCreateBox so we can get player hull starting to work
11 Months Ago
HullCreate with just the vertices until we have a shared hull class or interface
11 Months Ago
Store the original triangle index on BVH before it runs through mesh builder and sorting so we can get the original triangle and triangle material
11 Months Ago
Revert this, it cocks everything up, find a different way
11 Months Ago
Calculate mass for all bodies, not just dynamic, our API relies on it
11 Months Ago
Oops, wouldn't have worked, now it does
11 Months Ago
Traces get start solid from solver, not fraction being zero
11 Months Ago
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
11 Months Ago
Save pre velocity for intersection notifications
11 Months Ago
Support body inertia scale
11 Months Ago
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us Fix body CheckOverlap, switch the test around when the shape is a mesh
11 Months Ago
Get rid of unused overlap and sweep functions from interface Aggregate CheckShapeOverlap, skip meshes for now
12 Months Ago
Body Enable, Disable, IsEnabled
12 Months Ago
Remove GetSimulationTime Apply flags to collision attributes for toggling touch events
12 Months Ago
CastShapeSingle CastShapeMultiple
12 Months Ago
Use GJK for GetDistanceBetweenHulls
12 Months Ago
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
12 Months Ago
box vs capsule
12 Months Ago
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
12 Months Ago
Move TestQuery to world, only physics game system uses this
12 Months Ago
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
12 Months Ago
Implement ClosestPoints
12 Months Ago
Get rid of orthographic areas (used for drag?)
12 Months Ago
Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS Get rid of CreateMeshShape on the interface, nothing uses it
12 Months Ago
If we're casting against a sphere or capsule, add on the radius from the proxy
12 Months Ago
Fix mistake in trace solver when porting over Cast against hull properly
12 Months Ago
Add trace solver Attempt to use trace solver for meshes and hulls
12 Months Ago
Shape triangulation (tools need this)
12 Months Ago
ShouldHit is needed :(
12 Months Ago
Remove IsEntityPairDisabled and DoesEntityHaveCollisionPairs Get rid of CPhysicsWorld::ShouldHit, only used once in nav runtime gen but I don't think it's enabled or used
12 Months Ago
Remove unused shit from util_trace
12 Months Ago
Support body AddMeshShape
12 Months Ago
Support 2 body overlap check
12 Months Ago
Remove joint Activate and Deactivate, unused and no longer a thing
12 Months Ago
Fix crash when removing contacts, sometimes the next contact can be null? Remove contacts if we disable joint collision
12 Months Ago
Allow joint collision to be toggled (do we need to update contacts?)
12 Months Ago
Joint motor modes
12 Months Ago
Filter out shapes on sphere and box queries
12 Months Ago
Add CWorldCastMultipleCallback for multiple casts
12 Months Ago
Add a should collide callback so we can hijack the simulation filtering (naughty)
12 Months Ago
Move cast callback to physicsfilter