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4,383 Commits over 1,583 Days - 0.12cph!

1 Year Ago
Revert this, it cocks everything up, find a different way
1 Year Ago
Calculate mass for all bodies, not just dynamic, our API relies on it
1 Year Ago
Oops, wouldn't have worked, now it does
1 Year Ago
Traces get start solid from solver, not fraction being zero
1 Year Ago
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
1 Year Ago
Save pre velocity for intersection notifications
1 Year Ago
Support body inertia scale
1 Year Ago
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us Fix body CheckOverlap, switch the test around when the shape is a mesh
1 Year Ago
Get rid of unused overlap and sweep functions from interface Aggregate CheckShapeOverlap, skip meshes for now
1 Year Ago
Body Enable, Disable, IsEnabled
1 Year Ago
Remove GetSimulationTime Apply flags to collision attributes for toggling touch events
1 Year Ago
CastShapeSingle CastShapeMultiple
1 Year Ago
Use GJK for GetDistanceBetweenHulls
1 Year Ago
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
1 Year Ago
box vs capsule
1 Year Ago
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
1 Year Ago
Move TestQuery to world, only physics game system uses this
1 Year Ago
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
1 Year Ago
Implement ClosestPoints
1 Year Ago
Get rid of orthographic areas (used for drag?)
1 Year Ago
Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS Get rid of CreateMeshShape on the interface, nothing uses it
1 Year Ago
If we're casting against a sphere or capsule, add on the radius from the proxy
1 Year Ago
Fix mistake in trace solver when porting over Cast against hull properly
1 Year Ago
Add trace solver Attempt to use trace solver for meshes and hulls
1 Year Ago
Shape triangulation (tools need this)
1 Year Ago
ShouldHit is needed :(
1 Year Ago
Remove IsEntityPairDisabled and DoesEntityHaveCollisionPairs Get rid of CPhysicsWorld::ShouldHit, only used once in nav runtime gen but I don't think it's enabled or used
1 Year Ago
Remove unused shit from util_trace
1 Year Ago
Support body AddMeshShape
1 Year Ago
Support 2 body overlap check
1 Year Ago
Remove joint Activate and Deactivate, unused and no longer a thing
1 Year Ago
Fix crash when removing contacts, sometimes the next contact can be null? Remove contacts if we disable joint collision
1 Year Ago
Allow joint collision to be toggled (do we need to update contacts?)
1 Year Ago
Joint motor modes
1 Year Ago
Filter out shapes on sphere and box queries
1 Year Ago
Add CWorldCastMultipleCallback for multiple casts
1 Year Ago
Add a should collide callback so we can hijack the simulation filtering (naughty)
1 Year Ago
Move cast callback to physicsfilter
1 Year Ago
Remove collision function mask stuff on body, only used on shape
1 Year Ago
Use our custom cast callback using physics filter for single casts to test Setting collision attributes with no tags will add solid by default, important!
1 Year Ago
Add CPhysicsFilter which is just our modified CRnCollisionFilter, we'll fork the physics library slightly to perform our own filtering
1 Year Ago
Surfaces properties instead of material on CShapeCastResult
1 Year Ago
Get cast result surface properties from per triangle material indices if we trace a mesh
1 Year Ago
Store per triangle material indices on shape so we can get them back on collision event
1 Year Ago
Do the same for CastSphereMultiple CastBoxMultiple too while we're at it
1 Year Ago
Add a cast callback that collects all intersections to support CastRayMultiple https://files.facepunch.com/layla/1b0711b1/sbox_0053.mp4
1 Year Ago
Remove linear and angular drag, no longer a thing
1 Year Ago
Get rid of unused query functions on interface
1 Year Ago
Fix shape CastSphere and CastBox (probably)
1 Year Ago
Downgrade CastSphereSingle to CastRaySingle if radius is zero Mesh shape CastRay is getting -1 for best triangle sometimes so ignore it to avoid crash