4,296 Commits over 1,552 Days - 0.12cph!
Don't try to weld ents that have multiple bodies to avoid dealing with welding ragdolls right now
Remove welding testing code from player
Implement physgun as a BaseCarriable
Rotate grabbed physgun object with owner yaw
TraceResult returns physics body and shape hit
Add implicit casts from joint types to physics joint handle
Split physics related enums into their own files
Move target distance with mouse wheel
Physics joints and bodies can remove themselves by going through the physics world
Expose some parts of physics world
Add WithBasis helper to joint builders. Add Rotation.Conjugate
Add WithPivot helper to joint builders
Solid weld proof of concept testing code
Bind physics shape and shape cloning (collision merging)
Allow all the other joints to be created
Rename joint config to joint builder to stay consistent
Bind all functions for every joint so it's out of the way and never has to be done again
Rename all texture config types Create to Finish
Add stubs for the rest of the joints (conical, generic, prismatic, spherical, spring)
Bind everything that can be get/set on a revolute joint after it's created via a joint context
Use vertex and index buffers directly for UI render to cut out a lot of bullshit and so they're easier to bind
Add helper for getting texture from resource handle. Bind FindOrCreateFileTexture
Allow render attributes to be set from C#
Stop material from setting sampler state when rendering UI so it can just be set once before render
Add callback after updating ui render state so sampler state can be set
Add sampler state bindings
Allow subrect texture updates
Initial support for updating texture data
Strip some bullshit from image format enum
Ensure texture config has at least 1 mip level
Clean up texture api from feedback
Texture.Make2D() should be Texture.Create( width, height, format optional default to rgba8 )
The .AsRGB8() stuff should be .WithFormat( formatenum )
The .Mips should be WithMips()
.Create has a lot of info on it that should probably be on the builder, like .WithData(), .WithName()
Add AsRGBA8 to 2d texture config
Allow managed texture to be passed through to binds that use resource handles
Test textures work and can be rendered (they do)
Allow texture data to be passed through create func of texture config
Make config stubs for the other texture types (3d, array, cube)
Add render target flag when creating render target textures
Add multisample modes to TextureRenderTargetConfig
Rename TextureCreationConfig to TextureCustomConfig
Add the other texture usage modes
Initial support for creating textures (of any type) in managed
Fix joint binds not marshalling bools correctly
Fix debug only error relating to previous damage changes
Just use endpos of the trace for thirdperson collision
Add collision to thirdperson camera
Add Trace.Radius for sphere traces