4,014 Commits over 1,461 Days - 0.11cph!
Delete gameresourceservice and some entity2 files
Fix Terrain.RayIntersects not working when ray starts outside of heightfield bounds
Add faster way to cast ray against heightfield for Terrain.RayIntersects
Debug draw physics world in GameTick. Add physics debug world to scene view camera
Force terrain collider to static in OnValidate
Terrain collider needs to be a Collider, fixes receiving touches
Move terrain system from testbed branch to engine https://files.facepunch.com/layla/1b1411b1/sbox.2023.12.14.20.54.52.mp4
Shape surfaces should now be setup, including mesh per triangle
Add PhysicsShape.Surfaces for mesh or heightfield per triangle materials
Add some exceptions to AddHeightFieldShape when dumb shit is passed in
Add support for materials on heightfield shape
Delete public/networksystem
Delete remaining unused from engine2
Make MusicPlayer work again
Delete mostly everything networking related from engine2, should make it possible to delete networksystem
Delete ISource2Client and ISource2Server
Add damping to physics component
Add material group to model renderer https://files.facepunch.com/layla/1b1211b1/sbox-dev_DEaDqkAx7J.mp4
Document capsule collider
RMB to zoom in and out of orbit
Dragging models from asset browser adds collider component
Add ColliderCapsuleComponent
Scene Editor orbit around focused selection
Fix NRE in legacy particle system
Move remaining files from public/game to public/engine2
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
Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled
Update izabu and add my changes
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
simd cell triangle vertices up front