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3,507 Commits over 1,308 Days - 0.11cph!

1 Year Ago
SetupPhysicsFromOBB computes orthographic areas and calculates mass, fixes some large custom models from destroying the physics engine
1 Year Ago
Revert "Fix prediction not being turned off on physics enabled entities" This reverts commit 3f96e29c154feba32031430911f25ec88c4108e4.
1 Year Ago
Fix prediction not being turned off on physics enabled entities
1 Year Ago
Fix some small annoyances with move helper
1 Year Ago
Fix material browser asset window crashing when selecting "show hidden assets"
1 Year Ago
Animgraph: Only hide dock widgets that aren't floating when entering fullscreen mode
1 Year Ago
Inherit collision attributes of first shape on a body when adding new ones dynamically
1 Year Ago
Always override loop settings, we don't care about loop settings in the wav file
1 Year Ago
Animgraph: Do a fully copy of parameter properties
1 Year Ago
Backport cleaned physics interrface (sorry for rebuild times)
1 Year Ago
Add back Stop and Dispose to SoundStream but obsolete them, use Delete instead
1 Year Ago
Change soundstream to use managed handles, should be safer and gives us a chance to call back to managed to feed in audio data
1 Year Ago
Add back audiostream.default, some games were relying on this
1 Year Ago
Also copy over default value and network mode
1 Year Ago
Animgraph: Add duplicate action to parameters
1 Year Ago
Add constructor for SceneSunLight
1 Year Ago
Initialize pose morph weights to zero, somewhere isn't setting them when using base model feature
1 Year Ago
Add Client.VoiceStereo to control if voice chat is played in 3d or 2d Call OnVoicePlayed before sound is output to give users a chance to tell the client how the voice should be played
1 Year Ago
Add LinearDamping and AngularDamping to PhysicsGroup Add MassScale, LinearDamping, AngularDamping to prop_physics
1 Year Ago
Lower the density of hulls for now, they're way too heavy
1 Year Ago
some file renames for vphysics2 module to keep that tidy too
1 Year Ago
Rename IVPhysics2World to IPhysicsWorld Rename IVPhysics2 to IPhysicsSystem Rename g_pVPhysics2 to g_pPhysicsSystem
1 Year Ago
Build aggregate constraints
1 Year Ago
Build aggregate joints
1 Year Ago
AddSpringJoint
1 Year Ago
Debug draw constraints https://files.facepunch.com/layla/1b0911b1/sbox_0088.mp4
1 Year Ago
Use distance constraint for weld joint for now so physgun sort of works, I don't think jolt weld is a soft constraint - https://files.facepunch.com/layla/1b0911b1/sbox_0081.mp4
1 Year Ago
Delay delete joints
1 Year Ago
Create new joints so game has valid joint handles
1 Year Ago
physicsjoint stubs
1 Year Ago
Remove GetLocalInertiaInv
1 Year Ago
Impl GetBodyTransform for aggregate
1 Year Ago
PhysicsWorld::AddBody creates body with empty mutable compound shape, mostly to stop game complaining about invalid bodies
1 Year Ago
Only destroy jolt bodies that are ready to be deleted. Make sure to call ReadyDelayedDeleteObjects in ClearIntersectionNotifications
1 Year Ago
Move client side kinematics (UpdateShadow, but we don't have shadows yet)
1 Year Ago
Remove GetPhysicalMassInv
1 Year Ago
DelayedDelete aggregate
1 Year Ago
Do the delayed delete shit instead of deleting straight away
1 Year Ago
Remove even more junk from the interfaces
1 Year Ago
Remove ApplyPositionImpulseAt, ApplyOrienationOmega Return normal for CastRaySingle https://files.facepunch.com/layla/1b0911b1/sbox_0049.mp4
1 Year Ago
CastRaySingle SetGameSceneNodeHandle, GetGameSceneNodeHandle, GetEntityID - https://files.facepunch.com/layla/1b0811b1/sbox_0003.mp4
1 Year Ago
Linear and angular damping
1 Year Ago
Add step listener to call PrePhysicsStep
1 Year Ago
Impl parts of physicsaggregate that are not api specific
1 Year Ago
Impl DestroyAggregateInstance, RemoveBody etc
1 Year Ago
Only destroy aggregate in SetupPhysicsFromUnscaledModel if we're not already SOLID_VPHYSICS - avoids recreating the aggregate when we shouldn't need to
1 Year Ago
Fix capsule shapes
1 Year Ago
Add command line switch to change physics module
1 Year Ago
Disable collision for kinematics for now, many intersecting kinematics (server side bodies on client) seem to be completely fucking up the simulation, causing everything to fall through world https://files.facepunch.com/layla/1b0711b1/sbox_0061_Trim.mp4
1 Year Ago
matrix conversion