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76 Commits over 427 Days - 0.01cph!

8 Days Ago
Update trails scene
11 Days Ago
Use WorldTransform/LocalTransform
15 Days Ago
Fix obsoletes
18 Days Ago
Make ragdoll components NotEditable in IsEditor
19 Days Ago
Rebuild ragdoll if bones change (model reload)
19 Days Ago
Auto populate ragdoll renderer and model on awake if none are set
19 Days Ago
Add Ragdoll.StartAsleep, put to sleep on first update because joints are created in OnStart so sleeping has to happen after that
19 Days Ago
Set these hidden flags on creation too
19 Days Ago
Add properties to ragdoll to show rigidbodies, colliders, joints
22 Days Ago
Use large plane for water
24 Days Ago
Always create ragdoll bodies at the saved gameobject transform unless the bone has just been created, allows for ragdoll posing in editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_pSeZ9ABT7i.mp4
24 Days Ago
Remove Ragdoll.DriveFromAnimation, active ragdoll stuff should be a component on top
33 Days Ago
Simplify mirror component, use fixed render target size to show that we can
55 Days Ago
Fix the conveyor belt in player_controller_physics
57 Days Ago
Update ragdoll bone objects in editor
57 Days Ago
Update joints scene
57 Days Ago
Ragdoll uses Model.CreateBoneObjects
2 Months Ago
Include bodies in ragdoll joint record
2 Months Ago
Add read only lists for ragdoll bodies and joints
2 Months Ago
Drive ragdoll physics from animation in fixed update
2 Months Ago
Add option to ragdoll to drive physics from animation https://files.facepunch.com/layla/1b2211b1/sbox-dev_zcC1rx2gSM.mp4
2 Months Ago
Ragdoll child component flags are not saved and not cloned, they always get recreated OnEnabled
2 Months Ago
Flag ragdoll body bones as bone, because they are
2 Months Ago
Scale ragdoll joint local frames later on
2 Months Ago
Set ragdoll attachment mode and local frames on all joints
2 Months Ago
Setup hinge motor on ragdoll (needs testing)
2 Months Ago
Setup fixed joint frequency and damping on ragdoll Setup slider joint limits on ragdoll
2 Months Ago
Save ragdoll child objects so things can be attached to them in editor
2 Months Ago
Update Conveyor component to set collider surface velocity, this component doesn't really need to exist anymore though
2 Months Ago
Conveyor shouldn't use static collider
2 Months Ago
Move mirror component to work in progress
2 Months Ago
Fix all deprecation warnings
2 Months Ago
Drive kinematic ragdoll parts with smooth move to the animated bone transform
2 Months Ago
Ragdoll smooth moves kinematic rigidbodies to renderer bone, as an added benefit it means we don't need to calculate bone velocities, the rigidbody already has it when switching to dynamic
2 Months Ago
These floors should be static in physics_simple scene
2 Months Ago
Add IgnoreRoot to ragdoll, mostly so I can test motion enable toggle, needs better name
2 Months Ago
Set ragdoll transform to root body transform. Use absolute flag for child rigidbodies so parent transform doesn't fuck them
2 Months Ago
Parts have linear and angular damping, so use them
2 Months Ago
Dynamic joint scaling https://files.facepunch.com/layla/1b1311b1/sbox-dev_8tUelwOLEE.mp4
2 Months Ago
Scale ragdoll joint local frames by body world scale
2 Months Ago
Add motion enabled support to ragdoll, motion disabled drives kinematic bodies using render bones https://files.facepunch.com/layla/1b1211b1/sbox-dev_x0MIf0ioIl.mp4
2 Months Ago
Destroy physics on ragdoll destroy too Clear physics bones when switching out renderer
2 Months Ago
Add rigidbody flags to ragdoll Add physics lock to ragdoll
2 Months Ago
Use renderer bone transform to set up ragdoll rigid bodies if they exist https://files.facepunch.com/layla/1b1211b1/sbox-dev_Rr8wJCrHB6.mp4
2 Months Ago
Joint desc limits are in degrees
2 Months Ago
Set ragdoll collider surfaces
2 Months Ago
Add work in progress ragdoll component that creates child rigid bodies from model physics https://files.facepunch.com/layla/1b1211b1/sbox-dev_CS4vIaEj8o.mp4
3 Months Ago
Mirror scene
3 Months Ago
Add mirror example component, this isn't ready to be used in games, it's for us to debug rendering issues
4 Months Ago
Use !IsValid instead of == null or is null for any IValid