4,304 Commits over 1,552 Days - 0.12cph!
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
Allow joints to attach to and from ent with body index or name or directly to a physics body
Add BodyCount and GetBody (from index or name) to PhysicsGroup
Bind GetJointHandle from physics aggregate
Fix typo in CommonConstraintConfig.IsValid
Better param names in config to avoid typos
Add summary for revolute config
Add WithLinearSpring, WithAngularSpring to weld joint config
Add comments for revolute motor funcs
Add motor api to revolute joint config (WithLimitEnabled, WithPositionModeMotor, WithVelocityModeMotor)
Add motor params to revolute joint config
Bind PhysicsJointMotorMode enum
Put joints in their own folder, keep it all tidy
Add StartsNotActive to common joint config
Native helper func to fill out PhysicsJointDesc_t
Add friction and breakable impulse limits to common joint config
Cleanup duplicate code as much as possible in joint api
Disable EnableSceneObjectOverride for now
Don't create joint if both bodies are null in the config
Make sure collision property isn't null before trying to get physics body from it
Remove a log left over by mistake
Add ShadowsOnlyEnabled via scene object override
Redesign physics joint api with builder design
Comment out ui render test so there isn't an ugly square in the corner
Set UI render material and texture from managed
DrawQuad and DrawIndexed in managed
Add ArgUShort to InteropGen. Bind 16 bit index buffer.
Fix annoying assert in conical joint swing limit
Avoid using vector2 binds for now
Add UIRender.DrawSetColor
Initial support for weld and revolute joints
Add body groups to citizen, add ModelEntity.SetBodygroup
Whitelist RuntimeHelpers.InitializeArray
Procedural model experiments
Rotate bindpose when using import rotation. Set import rotation to zero to avoid nan values.
Wake up the physics aggregate to make sure every body gets woken up
Bind FollowEntity and try putting pants on the player
Remove unused binds, remove unused model class
Add animating entity, only supports setting of a single sequence currently
Bind everything needed to enable physics instead of overriding basemodelentity