4,300 Commits over 1,552 Days - 0.12cph!
ModelPhysics gizmos sync to physics group
Make sure ModelPhysics always finds a root body to use as game object transform
Fix non animated ragdolls not applying physics bones properly
Fix typo in Map.CreateAsync?
Fix NRE in AssetPreviewWidget
Add RootMotion to skinned model to get the calculated motion from animgraph since last frame https://files.facepunch.com/layla/1b0111b1/sbox-dev_WlG9GCnJcc.mp4
Add a test for FindInPhysics because chances are I'm going to forget this fix when izabu updates
Fix CastShape on mesh shape not returning hit fraction when toi is overlapped
Add Scene.FindInPhysics( sphere ) and Scene.FindInPhysics( bbox )
Flip PhysicsContact normal and speed for the other collider
Hook up ModelPhysics renderer for prop_physics
Do a better job at keeping mass override applied
Some physics interface clean up
Reapply mass override when setting local mass center
Add mass test
Remove shape before checking collision events, removing a shape can generate contact reports so they need to be removed
Delete body after checking collision events
This is making physics debug draw super slow
I should probably initialize this!
Get rid of EnableLinearConstraint and EnableAngularConstraint, not supported and dumb
Support joint deactivation in izabu, this allows ragdolls to break joints, not just joint components
Joint IsActive setter so any breakage can be reset
Remove max impulse from jointdesc, it's never used
Don't load map if map instance is not active
Fix sphere trace hitposition without fucking it up for capsules
Fix hitposition when sphere tracing against meshes
Fix out of range exception in voice (visemes should probably be put in its own component)
This should probably just be the radius of the input shape, not both
Fix HitPosition for Trace.Sphere https://files.facepunch.com/layla/1b2511b1/sbox-dev_CvSjg1QMpX.mp4
Fix izQueryFaceDirections using the max instead of the min distance for face separation
Support joint breaking on prismatic, revolute, rigid, spherical
Implement joint breaking, break callbacks called on post step, breaking a joint disables the component
Use gizmos for physics debug draw lines for when I need it
Comment out early out in capsule vs hull deep penetration until I get the proper fix
Animation helper applies root motion to the root in treadmill mode, fixes treadmill movement not working in animgraph
Setup attachments for bind pose animated objects, fixes incorrect attachment transforms on models not using animgraph
Allow editing of multiple rects
Make handle resize less sucky
Allow rects to be loaded from json
Cleanup + Rect gizmo testing
Remove some unused properties from voice
All sounds can compute amplitude now, add Voice.Amplitude and SoundHandle.Amplitude
Delete rendering world session, not used anymore
Don't support FIELD_VARIANT (not used) to get entity2 usage out of tier2
Don't include entitykeyvalues where it's not needed
Replace entitykeyvalues with keyvalues3 for map game data node
Trim down entitykeyvalues some more
Allow modelphysics to disable collision sounds
ModelPhysics bodies sets their gameobject
CollisionSoundSystem doesn't rely on collider so allow it to run without one
Remove last remaining networking code from animgraph (I think)
Remove last remaining CLIENT_DLL and SERVER_DLL defines
Remove these daft unused damping functions from physics interface
Optional params for SoundStream.Play