4,386 Commits over 1,583 Days - 0.12cph!
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
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Fix incorrect adding of prismatic joint
Enable limits on prismatic and revolute when limits are valid
Change linear slop instead of convex radius
Set convex radius to what rubikon used (should we change linear slop instead?)
Make sure maps set the world reference body
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later
Remove "This AddShape method isn't properly implemented yet. Sorry." it should be now
Failing to create hull or mesh will still add a valid shape (insignificant sphere)
Define IZ_UNITS_PER_METER in engine2
Hammer: Fix crash trying to simulate softbody
Fix mistake in hull copy when adding transformed hull
Fix zero radius capsules in some maps crashing the game, clamp to convex radius
Izabu Physics (#1308)
Replaced the physics library to provide us with easier updates and bug fixes. No softbody (yet)
Impl shape getscale, not really needed but our api has it
Add back CreateDebugSceneObject, hammer uses this to render collision
Silly mistake in PurgeShapes
Support tools creating scaled meshes, create copy and make sure it gets deleted on shape delete
Avoid having to rebuild hull to create transformed hull
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
Validate indices are in range in AddCollisionMesh
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
Should be null checking this in water controller
Fix joint and body double delete