4,304 Commits over 1,552 Days - 0.12cph!
Support 2 body overlap check
Remove joint Activate and Deactivate, unused and no longer a thing
Fix crash when removing contacts, sometimes the next contact can be null?
Remove contacts if we disable joint collision
Allow joint collision to be toggled (do we need to update contacts?)
Filter out shapes on sphere and box queries
Add CWorldCastMultipleCallback for multiple casts
Add a should collide callback so we can hijack the simulation filtering (naughty)
Move cast callback to physicsfilter
Remove collision function mask stuff on body, only used on shape
Use our custom cast callback using physics filter for single casts to test
Setting collision attributes with no tags will add solid by default, important!
Add CPhysicsFilter which is just our modified CRnCollisionFilter, we'll fork the physics library slightly to perform our own filtering
Surfaces properties instead of material on CShapeCastResult
Get cast result surface properties from per triangle material indices if we trace a mesh
Store per triangle material indices on shape so we can get them back on collision event
Do the same for CastSphereMultiple
CastBoxMultiple too while we're at it
Add a cast callback that collects all intersections to support CastRayMultiple https://files.facepunch.com/layla/1b0711b1/sbox_0053.mp4
Remove linear and angular drag, no longer a thing
Get rid of unused query functions on interface
Fix shape CastSphere and CastBox (probably)
Downgrade CastSphereSingle to CastRaySingle if radius is zero
Mesh shape CastRay is getting -1 for best triangle sometimes so ignore it to avoid crash
Do sphere and bounds shape overlap tests properly by copying how testbed does shape casts
Sphere query will perform a shape overlap if we're testing for shapes and not proxies https://files.facepunch.com/layla/1b0711b1/sbox_0048.mp4
Add sphere query to dynamic tree
World sphere query (needs testing)
AddBoxShape and AddHullShape that C# use
Get rid of UTIL_TraceModel
CastRaySingleBody, CastSphereSingleBody, CastBoxSingleBody, probably not fully correct but only markup volume uses it and we'll probably get rid of this
Remove some unused cast functions from interface
Delete our joints and shapes before removing body from world
Remove shape from body and remove body from world checks if it owns them first
World query (cos mixed shadows uses it)
Disable shadows on debug rendering
Get cast result surface properties from hit shape material
Shape GetInertiaProperties (overkill? Only CModelPreviewPhysicsShape uses it)
Adding/removing tags on shapes collision attributes until we know how this fits into the filtering system
Aggregate SetCollisionAttributesFromResource and SetTotalMass
Setup the callbacks for contact modify and end
Prismatic joint from desc
Spring joint from desc
Port spring joint from rubikon https://files.facepunch.com/layla/1b0611b1/sbox_0041.mp4
Remove World StepCollision and GetSimulationTimeElapsed, doubt these are needed anymore
Body and Shape SetMaterialIndex
World GetBody by index
Remove legacy objectparams_t stuff
Calculate collision impact forces to give the same results we currently get
Another big interface cleanup
Disable rendering of debug scene objects when debug rendering is disabled
Shape set material (density, friction, restitution)
Aggregate set surface properties
Set shape material when building aggregate
Collision events with bullshit impact strength until this can be calculated properly
Don't enable joint collision by default
Fix mesh shape debug drawing https://files.facepunch.com/layla/1b0411b1/sbox-dev_Iu61effQRf.png
Create debug scene objects for edges
Delete debug sceneobjects when we're done with them
GetLocalInertiaOrientation, GetLocalInertiaVector
Another big interface cleanup
FindClosestPointOnConvexShapes using gjk