4,304 Commits over 1,552 Days - 0.12cph!
Remove "This AddShape method isn't properly implemented yet. Sorry." it should be now
Failing to create hull or mesh will still add a valid shape (insignificant sphere)
Define IZ_UNITS_PER_METER in engine2
Hammer: Fix crash trying to simulate softbody
Fix mistake in hull copy when adding transformed hull
Fix zero radius capsules in some maps crashing the game, clamp to convex radius
Izabu Physics (#1308)
Replaced the physics library to provide us with easier updates and bug fixes. No softbody (yet)
Impl shape getscale, not really needed but our api has it
Add back CreateDebugSceneObject, hammer uses this to render collision
Silly mistake in PurgeShapes
Support tools creating scaled meshes, create copy and make sure it gets deleted on shape delete
Avoid having to rebuild hull to create transformed hull
HasAttribute non generic
CustomEditorAttribute has WithAllAttributes property
Name the bodygroups in citizen
Add Model.BodyParts, obsolete all the old accessors
Add BodyPart.BoneName
ControlWidget supports wide mode
Added ControlWidget.ValueHash
Add BodyGroupsControlWidget
Validate indices are in range in AddCollisionMesh
Goalie Gloves
Initial goalie gloves model for the football outfit!
LODs coming asap
Add an random U offset to tiling hotspots UVs
football shirt variation
Football shirt version of the Standard shirt + scifi armour colour variations
Goalie Gloves adjustments + Black Rubber Gloves
Also some adjustments to the skinning of the chef shirt!
Add CSceneAnimatableObject.SetBindPose
More keyvalues binds
Disable a ton of anim events (until someone tells me they were using it)
Anim event callbacks
Add SceneModel.UpdateToBindPose()
Add SceneModel.OnFootstepEvent
Update FootstepEvent
Give citizen foot_L and foot_R attachments back, so footstep events work
Fix CUtlString copying crash in animevent_t
Add SceneModel.OnGenericEvent
Add SceneMode.OnSoundEvent
Unmount/Re-mount Vpk After Map Compile (#1309)
* Initial commit
* Test mount/unmount VPK methods
* Remove file extension when passing to Mount/UnmountVPK
* Use ChangeExtension instead as apparently this preserves the path...
* Fix IsVPKMounted check not working
* Fix docs
* Use correct log channel
* Rename to OnPreCompileFinished + OnPostCompileFinished
Add Paint.MeasureText easy mode
Speed up PopupWidget fade in
Add ITag.SetFrom
Transform Json serializable
ControlWidget don't fall through OnContextMenu by default
Merge branch 'master' into new-physics-merge
Validate indices are in range in AddCollisionMesh
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Get game compiling again
Build new mesh and hull when adding transformed hulls and meshes
Support creating transformed hull from mesh (why tho?)
Latest trace solver
Return default physics material when user data is null
Setup joint break callback, break joint on body remove
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Fix joint and body double delete
Should be null checking this in water controller
Should be null checking this in water controller
Fix joint and body double delete
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Setup joint break callback, break joint on body remove
Return default physics material when user data is null
Support creating transformed hull from mesh (why tho?)
Build new mesh and hull when adding transformed hulls and meshes
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Rescale body when setting transform with different scale
Simple debug drawing for sphere and capsule, they were drawing too much geometry
SweepBody, SweepBodyMultiple
Activate non solid contacts regardless of if neither is dynamic (triggers)
Create BVH and copy it to RnMesh_t (for tools)
BVH resource pointers point to rubikon data
Swap these bits around in bvh node because that's the order rubikon has it
Use aligned vertices for RnMesh_t, convert post load if they're unaligned
Add materials back to BVH
Save RnHull_t on shape so tools can grab it later
Create RnHull from library hull, just copy everything over
Revert "Don't add hulls and meshes to aggregate if they fail to build (old data)"
This reverts commit 54d7102f39ce1aca8dde5f84c4cb91070f953eb2.
Revert "Abstract physics hull"
This reverts commit 592ef2bbb12f7cb633735b58c7ff5f594c292715.
Revert "Allow BVH to have optional material indices"
This reverts commit 6ba259ea8f0271d3f59e7b138a07f691cc918c6f.
Revert "Move CPhysicsMesh and CPhysicsHull to their own files"
This reverts commit 9c6ca449f38b72260189f2dc093aa4325b96fee6.
Revert "Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data"
This reverts commit 883b63ad78c97bd879a9f64e14551ff13bebca5f.
Revert "Start trying to phase out RnHull and RnMesh"
This reverts commit 71878031f158215d4f40a4f1dc913827824394ba.
Revert "Remove bullshit from RnHull and RnMesh to see if still loads and how"
This reverts commit 288df9621dd0c6cb6de3e35b958cecc4cb267102.
Try pointing hull resource pointers to rubikon data, much easier if works
Resource pointer needs to use intptr_t
Add a hull deep clone
Cherry picked SAT fixes in library
Don't add hulls and meshes to aggregate if they fail to build (old data)
Move CPhysicsMesh and CPhysicsHull to their own files
Allow BVH to have optional material indices
Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data
Start trying to phase out RnHull and RnMesh
Remove bullshit from RnHull and RnMesh to see if still loads and how