4,334 Commits over 1,552 Days - 0.12cph!
Temp disable player physics hull so we don't fly through the world
Impl aggregate instance GetRootTransform so we can start to sync jolt bodies to entities
Return all bodies as awake in StepEndReadOnlyGetResults for now
remove physics body GetUid - unused
Impl SetEntityHandle, GetEntityHandle, GetEntityID
Impl Get/Set AggregateInstance for body
Impl body GetVelocity
Impl aggregate instance add part etc
Impl aggregate instance IsDynamic
Impl aggregate instance GetOrigin
Imp aggregate instance GetBodyHandle
Build bodies for aggregate but don't set shapes yet
Add managed handle to physics aggregate instance
PhysAggregateInstance stubs
Create temp allocator and job system so we can start to update the physics system
Add a empty mutable compound shape to new bodies
Few more null checks to get us into the game
Edit jolt to not set position and rotation of body on creation (jolt bodies need a shape, which is really shit)
Don't assert in GetProfileStats - who cares
Add and release ref of aggregate data
Impl CreateAggregateDataFromDiskData
Return our surface property controller
Few null checks in places that are popping up while joining game with mostly unimplemented physics interface
Register default allocator for jolt, create factory, register types etc
Allocate managed handle after we init jolt physics system
Create a bullshit surface property manager for now
Install surface property and phys data type managers
Get dependencies for jolt physics interface
interface init, preshutdown, shutdown stuff
Load vphysics_jolt module instead of vphysics2 so we can start to get stuck in
Remove VPhys2HandleInterface - looks like a bunch of nothing to me
Remove GetDebugHighlightCone - unused
Remove GetVisualDebugCameraHint - unused
Fix all compile errors
Return defaults in a bunch of functions I don't want to deal with yet
Impl Create Shapes in interface, looks like these are just used for temp shapes
Give physics shape a owner body
Remove UpdateSphereShape and UpdateCapsuleShape from interface, unused
body SetPosition and SetOrientation
Do the same but from serialized rubikon mesh and hull data (ugh)
Set body shape after shape is created
Impl AddSphereShape
Imp AddCapsuleShape
Remove MarkCallstack and MarkCallstackSkeleton
Remove GetOwnerDebugName
Impl physics body get shape (jolt only has 1 shape per body so I guess will need to get subshapes from compounds?)
Remove interacts with and as nonsense
Remove GetBroadphaseProxy
Impl physics shape type
Remove GetBaseInteractsAs from interface, no longer used
Debug names for body and shape
Impl PositionIterations and VelocityIterations
Give physics shape a jolt shape
Impl physics body GetWorld
Physics body motion type get/set
Get pos and rot of physics body
Impl physics world debug name
Impl GetActiveBodyCount and GetActiveBodies
Set allow sleeping on body settings
Save world reference body
Get body count
Impl GetBody
Set jolt body user data to our body
Create jolt body when we add body to the world
Give physics world a user data
physics device name
Save physics world create flags
Save physics simulation type to apply to bodies later, I don't think jolt can set simulation mode as a whole