17,175 Commits over 1,308 Days - 0.55cph!
Traces get start solid from solver, not fraction being zero
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
Remove references to vphysics2
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
New rendersystem interface bits
Base rendersystem updates
Sync rendersystemempty w/ public
Partial update rendersystemdx11
scenesystem updates
rendersystemvulkan bits and bobs
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Remove references to vphysics2
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
New Outfit Piece! - Hair Net
https://files.facepunch.com/daniel/1b1111b1/sbox-dev_0eon8tFPlK.jpg
Now you can dress up as a fry cook at a fast food restaurant.
LODs coming asap!
Save pre velocity for intersection notifications
Testing method for creating a decal in scene worlds
Support body inertia scale
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us
Fix body CheckOverlap, switch the test around when the shape is a mesh
Highlight asset list folder when selected
Fix baseitemwidget drag hover and drag drop logic being backwards
Get rid of unused overlap and sweep functions from interface
Aggregate CheckShapeOverlap, skip meshes for now
Initial managed VR / stereo rendering logic
Remove tracked device debug spew
SceneCamera.RenderStereo, allow eye targeting
Build & override camera frustum based on params provided by steamvr
Clean up unused shit
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor)
Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor
Use CursorDelta in SceneEditor first person camera
Fix error when dragging asset into its own folder
Gizmo Sprite shader
Customised gizmo line shader
[pick] new aligned memalloc methods
[pick] CResourceNameGetter refactor
Initial Vulkan update merge
Don't try to set property in PropertyDescription if it doesn't have a setter
Body Enable, Disable, IsEnabled
Remove GetSimulationTime
Apply flags to collision attributes for toggling touch events
CastShapeSingle
CastShapeMultiple
Use GJK for GetDistanceBetweenHulls
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
Move TestQuery to world, only physics game system uses this
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
Get rid of orthographic areas (used for drag?)
Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS
Get rid of CreateMeshShape on the interface, nothing uses it
Maybe this will fix the matrix menu
GameResources can load private properties marked with [JsonInclude]
Add GameResource.GetReferencedPackages()
New Outfit Piece!- Chef's Apron
https://files.facepunch.com/daniel/1b1011b1/Screenshot%202023-10-09%20173401.png
Lods and adjustments to skinning coming ASAP!
When saving a GameResource, also save a list of packages that were referenced
FixResourceNames is unsued
Trace startpos fix
Fix capsule trace StartPos
If we're casting against a sphere or capsule, add on the radius from the proxy
Fix mistake in trace solver when porting over
Cast against hull properly
Add trace solver
Attempt to use trace solver for meshes and hulls
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender
Add depth downsample layer, replace CVrComputeShaderRenderer with generic one
Cleanup dynamic reflections layer
Move depth downsample to it's own neat layer, use specialized depth resolve for another image format
disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor
Vulkan compile for depthresolve_cs
Remove r_resolution_scale not referenced anywhere
FPArms: update shared sprint anim
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
Shape triangulation (tools need this)
Update ActionJigs
Try to get nodes to redraw on change
Update() node UI after Layout() calls
Remove IsEntityPairDisabled and DoesEntityHaveCollisionPairs
Get rid of CPhysicsWorld::ShouldHit, only used once in nav runtime gen but I don't think it's enabled or used