4,296 Commits over 1,552 Days - 0.12cph!
Add Entity.OnRemove to give props the chance to unlink from parent (OnDestroy is too late)
Allow physics body to get their physics group and entity
Fix thruster not attaching correctly to welded objects
Physgun adds glow to child objects too
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly
Disable solid collisions on welded prop so things attached with constraints wont collide with it
Detect when balloon attachment breaks so rope can stop rendering
Scale physgun rotation by delta time
Revert to tracing welded childrens original collision shape so traces work as normal on client
Traces uses entity from shape if it's valid
Oops, shape entity needs to be set to child entity, not the root entity
Add entity ref to cloned shape instead of having a physics body proxy, traces to a welded child hits the root object
Reload unwelds everything in a weld group
Don't return body self or proxy for traces, instead use SelfOfProxy when needed
Rebuild body mass after removing cloned shapes
Handle rewelding for welded children
Handle prop welding properly, handles welding of groups and unwelding from group on destroy
Move prop welding logic into Prop.Weld.cs
Merge branch 'master' of sbox
Fix compile error in Light.cs
Add JointCount and GetJoint to PhysicsGroup
Add Body1 and Body2 to PhysicsJoint
Network properties needed to render client side balloon constraint
Add Read/Write to Color and Color32 so they can be networked
Spawn balloon with random color
Add Pitch and DistanceMax SoundEvent properties
Add prop data to balloons
Add lerp to lookat camera
Balloon constraint enables collisions
Fix local balloon attach pos
Remover tool delays delete until next frame to give physics chance to wake up
Add PhysicsBody.GravityScale
Spawn ent with just eye yaw
Fix physgun breaking when grabbed ent is deleted
Bump up SetRagdollVelocityFrom linear amount slightly
Add remover tool
Parent thrusters to physics body bone instead of just the entity
Add glow to grabbed physgun object
Check if entity is valid before taking damage using gun
Add ModelEntity.RenderColor
Disable solid collisions on attached thrusters
Add (temp?) post physics callback so forces can be applied to thruster
Spawn thruster ent with tool (left click attached, right click unattached)
Don't attach thrusters to world
Rotate thruster ghost to hit normal
PhysicsBody.SetMinSolverIterations
Add bindings for joint EnableLinearConstraint and EnableAngularConstraint
Only transfer yaw to grabbed object. Disable angular spring when not rotating to make grabbed object more stable. Decreased rotation speed.
Fix the math for physgun rotating
Try adding a body proxy to allow traces to welded structures to return the root body and not the child