7,555 Commits over 3,653 Days - 0.09cph!
Creating an invalid hull or mesh physics shape will always return a valid shape (tiny sphere) so warn when this happens
Title case and remove whitespace when creating new components
Add Rigidbody.MassOverride
Dont calculate mass for heightfield
Mesh contact checks IzConcaveShape
Use plane collider for some scenes
Add plane collider because I'm sick of thin boxes being used for floors
Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor
Timeline component stores curves for properties, timeline editor edits curves for selected object
Add some more safety checks around joint creation
Remove joint from broken joint list before it gets deleted
Update shatter_glass.scene
Add shatter glass example component, it can live here for now
Add hit shape to damage info
Set damage position in player grabber shoot
Include hit location in DamageInfo
ModelPhysics gizmos sync to physics group
Make sure ModelPhysics always finds a root body to use as game object transform
Fix non animated ragdolls not applying physics bones properly
Fix typo in Map.CreateAsync?
Fix NRE in AssetPreviewWidget
Add RootMotion to skinned model to get the calculated motion from animgraph since last frame https://files.facepunch.com/layla/1b0111b1/sbox-dev_WlG9GCnJcc.mp4
Add a test for FindInPhysics because chances are I'm going to forget this fix when izabu updates
Fix CastShape on mesh shape not returning hit fraction when toi is overlapped
Add Scene.FindInPhysics( sphere ) and Scene.FindInPhysics( bbox )
Flip PhysicsContact normal and speed for the other collider
Hook up ModelPhysics renderer for prop_physics
Do a better job at keeping mass override applied
Some physics interface clean up
Reapply mass override when setting local mass center
Add mass test
Remove shape before checking collision events, removing a shape can generate contact reports so they need to be removed
Delete body after checking collision events
This is making physics debug draw super slow
I should probably initialize this!
Get rid of EnableLinearConstraint and EnableAngularConstraint, not supported and dumb
Support joint deactivation in izabu, this allows ragdolls to break joints, not just joint components
Joint IsActive setter so any breakage can be reset
Remove max impulse from jointdesc, it's never used
Don't load map if map instance is not active
Fix sphere trace hitposition without fucking it up for capsules
Fix hitposition when sphere tracing against meshes
Fix out of range exception in voice (visemes should probably be put in its own component)