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4,014 Commits over 1,461 Days - 0.11cph!

10 Months Ago
Bit of cleanup
10 Months Ago
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
10 Months Ago
Fix incorrect adding of prismatic joint
10 Months Ago
Enable limits on prismatic and revolute when limits are valid
10 Months Ago
Change linear slop instead of convex radius
10 Months Ago
Set convex radius to what rubikon used (should we change linear slop instead?)
10 Months Ago
Make sure maps set the world reference body
11 Months Ago
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
11 Months Ago
Slight mistake
11 Months Ago
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later
11 Months Ago
Update trace solver
11 Months Ago
Remove "This AddShape method isn't properly implemented yet. Sorry." it should be now
11 Months Ago
Failing to create hull or mesh will still add a valid shape (insignificant sphere) Define IZ_UNITS_PER_METER in engine2
11 Months Ago
Hammer: Fix crash trying to simulate softbody
11 Months Ago
Fix mistake in hull copy when adding transformed hull
11 Months Ago
Fix zero radius capsules in some maps crashing the game, clamp to convex radius
11 Months Ago
Izabu Physics (#1308) Replaced the physics library to provide us with easier updates and bug fixes. No softbody (yet)
11 Months Ago
Impl shape getscale, not really needed but our api has it
11 Months Ago
Add back CreateDebugSceneObject, hammer uses this to render collision
11 Months Ago
Silly mistake in PurgeShapes
11 Months Ago
Support tools creating scaled meshes, create copy and make sure it gets deleted on shape delete
11 Months Ago
Avoid having to rebuild hull to create transformed hull
11 Months Ago
HasAttribute non generic CustomEditorAttribute has WithAllAttributes property Name the bodygroups in citizen Add Model.BodyParts, obsolete all the old accessors Add BodyPart.BoneName ControlWidget supports wide mode Added ControlWidget.ValueHash Add BodyGroupsControlWidget Validate indices are in range in AddCollisionMesh Goalie Gloves Initial goalie gloves model for the football outfit! LODs coming asap Add an random U offset to tiling hotspots UVs football shirt variation Football shirt version of the Standard shirt + scifi armour colour variations Goalie Gloves adjustments + Black Rubber Gloves Also some adjustments to the skinning of the chef shirt! Add CSceneAnimatableObject.SetBindPose More keyvalues binds Disable a ton of anim events (until someone tells me they were using it) Anim event callbacks Add SceneModel.UpdateToBindPose() Add SceneModel.OnFootstepEvent Update FootstepEvent Give citizen foot_L and foot_R attachments back, so footstep events work Fix CUtlString copying crash in animevent_t Add SceneModel.OnGenericEvent Add SceneMode.OnSoundEvent Unmount/Re-mount Vpk After Map Compile (#1309) * Initial commit * Test mount/unmount VPK methods * Remove file extension when passing to Mount/UnmountVPK * Use ChangeExtension instead as apparently this preserves the path... * Fix IsVPKMounted check not working * Fix docs * Use correct log channel * Rename to OnPreCompileFinished + OnPostCompileFinished Add Paint.MeasureText easy mode Speed up PopupWidget fade in Add ITag.SetFrom Transform Json serializable ControlWidget don't fall through OnContextMenu by default Merge branch 'master' into new-physics-merge
11 Months Ago
Validate indices are in range in AddCollisionMesh
11 Months Ago
Joint motors from desc
11 Months Ago
Transplant new physics interface to master, start fixing up shit again Remove unused from iphysicsshape Remove unused from iphysicsjoint Remove unused from iphysicsbody Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :( Remove unused from physicsaggregate Remove unused from physicsworld Remove unused from physicssystem Remove shared manifold and physics contact shite Add intersection controller, kinda bullshit but needed Get game compiling again Build new mesh and hull when adding transformed hulls and meshes Support creating transformed hull from mesh (why tho?) Latest trace solver Return default physics material when user data is null Setup joint break callback, break joint on body remove Remove SetOnBreakHandler, callback is always added Support body gravity enable Fix joint and body double delete Should be null checking this in water controller
11 Months Ago
Should be null checking this in water controller
11 Months Ago
Fix joint and body double delete
11 Months Ago
Remove SetOnBreakHandler, callback is always added Support body gravity enable
11 Months Ago
Setup joint break callback, break joint on body remove
11 Months Ago
Return default physics material when user data is null
11 Months Ago
Latest trace solver
11 Months Ago
Support creating transformed hull from mesh (why tho?)
11 Months Ago
Build new mesh and hull when adding transformed hulls and meshes
11 Months Ago
Get game compiling again
11 Months Ago
Remove shared manifold and physics contact shite Add intersection controller, kinda bullshit but needed
11 Months Ago
Remove unused from physicsaggregate Remove unused from physicsworld Remove unused from physicssystem
11 Months Ago
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
11 Months Ago
Transplant new physics interface to master, start fixing up shit again Remove unused from iphysicsshape Remove unused from iphysicsjoint Remove unused from iphysicsbody
11 Months Ago
Rescale body when setting transform with different scale
11 Months Ago
Simple debug drawing for sphere and capsule, they were drawing too much geometry
11 Months Ago
SweepBody, SweepBodyMultiple
11 Months Ago
Shape sweeping
11 Months Ago
Activate non solid contacts regardless of if neither is dynamic (triggers)
11 Months Ago
Pulley debug drawing
11 Months Ago
Port over pulley joint
11 Months Ago
HullCreateCylinder
11 Months Ago
Create BVH and copy it to RnMesh_t (for tools)
11 Months Ago
BVH resource pointers point to rubikon data Swap these bits around in bvh node because that's the order rubikon has it
11 Months Ago
Use aligned vertices for RnMesh_t, convert post load if they're unaligned