4,304 Commits over 1,552 Days - 0.12cph!
Add support for materials on heightfield shape
Delete public/networksystem
Delete remaining unused from engine2
Make MusicPlayer work again
Delete mostly everything networking related from engine2, should make it possible to delete networksystem
Delete ISource2Client and ISource2Server
Add damping to physics component
Add material group to model renderer https://files.facepunch.com/layla/1b1211b1/sbox-dev_DEaDqkAx7J.mp4
Document capsule collider
RMB to zoom in and out of orbit
Dragging models from asset browser adds collider component
Add ColliderCapsuleComponent
Scene Editor orbit around focused selection
Fix NRE in legacy particle system
Move remaining files from public/game to public/engine2
Delete g_pSource2Server
Move view_shared to engine2
Remove gameinfo.gi, define these keyvalues in C++
Delete source2gameentities
Delete source2serverconfig
Delete source2clientconfig
IzDynamicTree uses izAlignedAlloc
Remove all native game code, client, server, host
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Delete baseplayer and prediction system to make a start on deleting game dlls
Delete faceposer and postprocessingeditor
Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled
Update izabu and add my changes
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Bit of cleanup
simd cell triangle vertices up front
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
simd cell triangle vertices up front
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Fix incorrect adding of prismatic joint
Enable limits on prismatic and revolute when limits are valid
Change linear slop instead of convex radius
Set convex radius to what rubikon used (should we change linear slop instead?)
Make sure maps set the world reference body
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later