3,869 Commits over 1,399 Days - 0.12cph!
Add per triangle material properties to base mesh
Use a callback for izLinearCast so we can override it and do our own
Implement CastRayMultiple, CastShapeMultiple
Shape casts can have a start rotation ( cast rotated box, capsule, etc)
Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about
Remove more unused from interface
ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing
Get rid of all this shit, it's no good
Hulls sweep with a radius
Resolve hit penetration (should add to trace API?)
Trace direction is wrong way around
Grab triangle on base mesh so that it should work for both mesh and heightmap
Use our filtering in cast callbacks
Move trace solve to cast callback so everything can use it
Run a trace solver on hit shape to get the proper hit fraction and start in solid
Try casting box with a small hull skin to avoid getting stuck
Remove GetBboxFromProxies
These cast functions aren't used either
Hook up joint break callback, disable joint on break
Disable this contact assert, doesn't make sense
Route asserts to engine so they show up like any other assert
Enable sensors for triggers
Get rid of these single body casts, they're not being used
Izabu has body enable/disable so just use that instead of our shit
Swap bit fields when copying BVH nodes
Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive)
AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale
Make sure BVH gets destroyed on shape destroy
Destroy hull after adding it to hull shape, shapes no longer own the hull
Deep copy rubikon hull to izabu hull
Should collide callback is backwards, woops
Fix StepUpdateManaged not accessing active bodies, woops
AddTriangleMaterialIndex and ClearTriangleMaterials do nothing until izabu base mesh shapes have a physical material list
Comment out all cast functions so we can compile
Don't include simd.h in VPHYSICS2_LIBRARY, conflicts with engine simd
Fix GetTriangleMaterialIndex for meshes
Collision mesh serialization now uses Vector instead of VectorAligned for vertices, upgrade them in transfer post load
Remove these sweep functions from interface, we're not using them
Fix loading custom cursors and tga, psd textures in non editor games
Shape, Joint, Contact are structs now
Remove custom cast callbacks for now, can probably use their casting now
IzGeometry -> IzQueryShape
IzTOIQuery -> IzTOIResult
Default world def
Setup contact modify and should collide callbacks
Create shapes with default shape def
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World and shape userdata is void* now not intptr
Fix GetBody, AddBody, StepSimulation, StepUpdateManaged