userLayladcancel
reposboxcancel

4,304 Commits over 1,552 Days - 0.12cph!

1 Year Ago
Rescale bodies and joints on aggregate creation using aggregates scale
1 Year Ago
Support joint scaling https://files.facepunch.com/layla/1b1411b1/sbox_0123.mp4
1 Year Ago
Support hull scaling
1 Year Ago
Support capsule scaling
1 Year Ago
Support sphere shape scaling Scale sphere debug shape transform
1 Year Ago
Port over shadow controller
1 Year Ago
Fix trigger touch events, skip contact AFTER activating it
1 Year Ago
Adjust inertia tensor based on the ratio of custom mass to computed mass
1 Year Ago
Shape AsSphere and AsCapsule
1 Year Ago
Remove shape creation from interface, used for getting hit point and normal from sweeps, should just have a function for it on interface
1 Year Ago
Make aggregate physics library agnostic
1 Year Ago
Implement some more annoying joint functions
1 Year Ago
Set joint local frames
1 Year Ago
Get joint local and global frames
1 Year Ago
Touch found, touch persists and touch lost Enable contact modification if touch persists is enabled Allow contacts to be flagged as non solid so they get reported but not resolved (triggers)
1 Year Ago
Non dynamic bodies mass center is bounds center for now
1 Year Ago
Compute mass for hull Compute mass for sphere and capsule
1 Year Ago
Remove game mass, unused
1 Year Ago
Do the same for HullCreateBox so we can get player hull starting to work
1 Year Ago
HullCreate with just the vertices until we have a shared hull class or interface
1 Year Ago
Store the original triangle index on BVH before it runs through mesh builder and sorting so we can get the original triangle and triangle material
1 Year Ago
Revert this, it cocks everything up, find a different way
1 Year Ago
Calculate mass for all bodies, not just dynamic, our API relies on it
1 Year Ago
Oops, wouldn't have worked, now it does
1 Year Ago
Traces get start solid from solver, not fraction being zero
1 Year Ago
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
1 Year Ago
Save pre velocity for intersection notifications
1 Year Ago
Support body inertia scale
1 Year Ago
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us Fix body CheckOverlap, switch the test around when the shape is a mesh
1 Year Ago
Get rid of unused overlap and sweep functions from interface Aggregate CheckShapeOverlap, skip meshes for now
1 Year Ago
Body Enable, Disable, IsEnabled
1 Year Ago
Remove GetSimulationTime Apply flags to collision attributes for toggling touch events
1 Year Ago
CastShapeSingle CastShapeMultiple
1 Year Ago
Use GJK for GetDistanceBetweenHulls
1 Year Ago
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
1 Year Ago
box vs capsule
1 Year Ago
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
1 Year Ago
Move TestQuery to world, only physics game system uses this
1 Year Ago
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
1 Year Ago
Implement ClosestPoints
1 Year Ago
Get rid of orthographic areas (used for drag?)
1 Year Ago
Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS Get rid of CreateMeshShape on the interface, nothing uses it
1 Year Ago
If we're casting against a sphere or capsule, add on the radius from the proxy
1 Year Ago
Fix mistake in trace solver when porting over Cast against hull properly
1 Year Ago
Add trace solver Attempt to use trace solver for meshes and hulls
1 Year Ago
Shape triangulation (tools need this)
1 Year Ago
ShouldHit is needed :(
1 Year Ago
Remove IsEntityPairDisabled and DoesEntityHaveCollisionPairs Get rid of CPhysicsWorld::ShouldHit, only used once in nav runtime gen but I don't think it's enabled or used
1 Year Ago
Remove unused shit from util_trace
1 Year Ago
Support body AddMeshShape