17,142 Commits over 1,308 Days - 0.55cph!
Only create all settings if the Game property (package) is set (BaseGamePanel sets it async)
Alloc phys data
Set shape userdata
PathPlatformEntity path changing
https://files.facepunch.com/rubat/1b0511b1/sbox-dev_TnVBu7qPxJ.mp4
Fixed an assert in Hammer when length constraint w/ particle is hidden
SetAngularVelocity, GetAngularVelocity
ApplyLinearImpulse, ApplyLinearImpulseAtWorldSpace
ApplyAngularImpulse
ApplyForce, ApplyForceAt
Set motion type of aggregate (on client, networked bodies get set to keyframed) this fixes SetLinearVelocity etc https://files.facepunch.com/layla/1b0511b1/sbox_0036.mp4
GPU driven Depth Culling for tiled rendering
Adjustments to Scruffy Hair, new vertex colour added
New Hair! - Scruffy Short
Excited to submit this new short scruffy hair. Plus some small adjustments to the army boots' textures.
https://files.facepunch.com/daniel/1b0511b1/Photoshop_CX3oUQpQkg.jpg
Added Color[32].FromRgb[a]
Color[32] property consistency cleanup
Added some Color[32] tests
Add collision shapes to body
Added import scale presets to modeldoc
Now we can stop trying to remember those pesky magic numbers
https://files.facepunch.com/ognik/1b0511b1/sbox-dev_cO3F1IVFJw.mp4
Move surface property manager and phys data manager to their own file
Create a temp box shape so we have something to collide with
Just return true in our layer filters for now because we obviously haven't set up layers yet
Impl SetLinearVelocity https://files.facepunch.com/layla/1b0511b1/sbox_0017.mp4
Temp disable player physics hull so we don't fly through the world
Impl aggregate instance GetRootTransform so we can start to sync jolt bodies to entities
Return all bodies as awake in StepEndReadOnlyGetResults for now
remove physics body GetUid - unused
Impl SetEntityHandle, GetEntityHandle, GetEntityID
Impl Get/Set AggregateInstance for body
Impl body GetVelocity
Impl aggregate instance add part etc
Impl aggregate instance IsDynamic
Impl aggregate instance GetOrigin
Imp aggregate instance GetBodyHandle
Build bodies for aggregate but don't set shapes yet
Add managed handle to physics aggregate instance
PhysAggregateInstance stubs
Create temp allocator and job system so we can start to update the physics system
Add a empty mutable compound shape to new bodies
Few more null checks to get us into the game
Edit jolt to not set position and rotation of body on creation (jolt bodies need a shape, which is really shit)
Don't assert in GetProfileStats - who cares
Add and release ref of aggregate data
Impl CreateAggregateDataFromDiskData
Return our surface property controller
Few null checks in places that are popping up while joining game with mostly unimplemented physics interface
Register default allocator for jolt, create factory, register types etc
Allocate managed handle after we init jolt physics system
Create a bullshit surface property manager for now
Install surface property and phys data type managers
Get dependencies for jolt physics interface
interface init, preshutdown, shutdown stuff
Load vphysics_jolt module instead of vphysics2 so we can start to get stuck in
Remove VPhys2HandleInterface - looks like a bunch of nothing to me
cctv globe - tweak for phys shape
Remove GetDebugHighlightCone - unused
Remove GetVisualDebugCameraHint - unused
Fix all compile errors
Some cleanup. Add support for choice setting types in the lobby settings
Added support for choices in the settings page
Return defaults in a bunch of functions I don't want to deal with yet
Some cleanup. Don't put lobby settings into seperate tab. Add GameSettingType.Choice (not implemented yet.) Run game setting convars immediately (this seems to set server-side but isn't being replicated??)
Citizen/animgraph: fixed NoclipStart state
Remove invalid css
Minimum height for folder error box to prevent text getting clipped
Add ScenePanel.DisablePostProcessing