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116 Commits over 0 Days - ∞cph!

1 Year Ago
Lower the density of hulls for now, they're way too heavy
1 Year Ago
some file renames for vphysics2 module to keep that tidy too
1 Year Ago
Rename IVPhysics2World to IPhysicsWorld Rename IVPhysics2 to IPhysicsSystem Rename g_pVPhysics2 to g_pPhysicsSystem
1 Year Ago
Build aggregate constraints
1 Year Ago
Build aggregate joints
1 Year Ago
AddSpringJoint
1 Year Ago
Debug draw constraints https://files.facepunch.com/layla/1b0911b1/sbox_0088.mp4
1 Year Ago
Use distance constraint for weld joint for now so physgun sort of works, I don't think jolt weld is a soft constraint - https://files.facepunch.com/layla/1b0911b1/sbox_0081.mp4
1 Year Ago
Delay delete joints
1 Year Ago
Create new joints so game has valid joint handles
1 Year Ago
physicsjoint stubs
1 Year Ago
Remove GetLocalInertiaInv
1 Year Ago
Impl GetBodyTransform for aggregate
1 Year Ago
PhysicsWorld::AddBody creates body with empty mutable compound shape, mostly to stop game complaining about invalid bodies
1 Year Ago
Only destroy jolt bodies that are ready to be deleted. Make sure to call ReadyDelayedDeleteObjects in ClearIntersectionNotifications
1 Year Ago
Move client side kinematics (UpdateShadow, but we don't have shadows yet)
1 Year Ago
Remove GetPhysicalMassInv
1 Year Ago
DelayedDelete aggregate
1 Year Ago
Do the delayed delete shit instead of deleting straight away
1 Year Ago
Remove even more junk from the interfaces
1 Year Ago
Remove ApplyPositionImpulseAt, ApplyOrienationOmega Return normal for CastRaySingle https://files.facepunch.com/layla/1b0911b1/sbox_0049.mp4
1 Year Ago
CastRaySingle SetGameSceneNodeHandle, GetGameSceneNodeHandle, GetEntityID - https://files.facepunch.com/layla/1b0811b1/sbox_0003.mp4
1 Year Ago
Linear and angular damping
1 Year Ago
Add step listener to call PrePhysicsStep
1 Year Ago
Impl parts of physicsaggregate that are not api specific
1 Year Ago
Impl DestroyAggregateInstance, RemoveBody etc
1 Year Ago
Only destroy aggregate in SetupPhysicsFromUnscaledModel if we're not already SOLID_VPHYSICS - avoids recreating the aggregate when we shouldn't need to
1 Year Ago
Fix capsule shapes
1 Year Ago
Add command line switch to change physics module
1 Year Ago
Disable collision for kinematics for now, many intersecting kinematics (server side bodies on client) seem to be completely fucking up the simulation, causing everything to fall through world https://files.facepunch.com/layla/1b0711b1/sbox_0061_Trim.mp4
1 Year Ago
matrix conversion
1 Year Ago
Init debug renderer so we have all the geometry batches for primitives
1 Year Ago
batch debug drawing properly
1 Year Ago
make a start on debug rendering so i can see what the fuck is going on
1 Year Ago
Remove wokeup and asleep lists from world step results, shouldn't have to need these
1 Year Ago
Remove HintSimRateChange
1 Year Ago
Remove SetBuoyancyRatio
1 Year Ago
Remove GetSphereRadius and SetSphereRadius
1 Year Ago
Same for drag and damping
1 Year Ago
Impl a few velocity related functions in physics aggregate
1 Year Ago
Create physics shapes for each jolt subshape
1 Year Ago
Override mass if provided, set inertia scale if provided
1 Year Ago
Use a rotated translated shape for single spheres and capsules so they can be offset
1 Year Ago
Rotate capsule using the two center points
1 Year Ago
Aggregates build body and shapes with a single BodyCreationSettings - rubikon could create a body and add shapes at will, jolt doesn't work that way :(
1 Year Ago
Make all bodies with compounds for now so we can collide with world
1 Year Ago
Alloc phys data Set shape userdata
1 Year Ago
SetAngularVelocity, GetAngularVelocity ApplyLinearImpulse, ApplyLinearImpulseAtWorldSpace ApplyAngularImpulse ApplyForce, ApplyForceAt
1 Year Ago
Set motion type of aggregate (on client, networked bodies get set to keyframed) this fixes SetLinearVelocity etc https://files.facepunch.com/layla/1b0511b1/sbox_0036.mp4
1 Year Ago
Add collision shapes to body