244,467 Commits over 3,898 Days - 2.61cph!
Setup kick gesture (hidden in wheel)
Shaved a second off the animation for more responsiveness
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Add CPhysicsFilter which is just our modified CRnCollisionFilter, we'll fork the physics library slightly to perform our own filtering
more wip mirror work, tweaked goldframe colours, tweaked paintable backboards, ao, added paintable material for standing frames so the background tiles better
Added Dracula Mask model/materials
ModelCollider - draw colliders (only capsule right now)
Start exposing CPhysAggregareData
PhysicsGroupDescription can get a list of parts, and their parts
Add Gizmo.Draw.LineCylinder (sucks)
Add BodyPart.Transform
charitable rust 2023 drops added to twitchdrops render scene. mannequins added. Some new lighting prefabs for drops items
Leaderboard backup, run #6516
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Add CameraPhysicsDebug component
Add ModelCollider component
Delete points from CameraPhysicsDebug faster
Leaderboard backup, run #6509
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
PhysicsTrace supports Capsule trace
Remove linear and angular drag, no longer a thing
Get rid of unused query functions on interface
Fix shape CastSphere and CastBox (probably)
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
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
Turret diagnosis scene, player controller wip
Make physics trace operate identically to game trace, diagnosing bbox vs sphere https://files.facepunch.com/garry/477f5e8e-920d-4eea-977b-b1404b4a632e.mp4
Merge from /main/shader-std2decal-extended
Fixed decal layer order in inspector
Leaderboard backup, run #6487
PhysicsTrace.EndPoint fix
Leaderboard backup, run #6486
Leaderboard backup, run #6485
Fix new component wrong base type
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
FPArms: added shared holster animation