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17,176 Commits over 1,308 Days - 0.55cph!

7 Months Ago
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
7 Months Ago
Constant nodes Node interface tweaks
7 Months Ago
Remove unused shit from util_trace
7 Months Ago
Support body AddMeshShape
7 Months Ago
Support 2 body overlap check
7 Months Ago
TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty
7 Months Ago
Remove joint Activate and Deactivate, unused and no longer a thing
7 Months Ago
Fix crash when removing contacts, sometimes the next contact can be null? Remove contacts if we disable joint collision
7 Months Ago
Allow joint collision to be toggled (do we need to update contacts?)
7 Months Ago
Joint motor modes
7 Months Ago
Don't use file scoped classes for input action cells, ends up codegenning a really shit name for them and makes stack traces worse to read
7 Months Ago
Editor: Add inline text editing for input action name and group https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
7 Months Ago
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
7 Months Ago
Can get physics hull edges (for debug renderering) Can get triangles from physics mesh Add some faster line drawing functions to gizmo
7 Months Ago
FPArms: add sprinting anim to punching animgraph
7 Months Ago
FPArms: remove hold adjustment sequences from adjustment prefab
7 Months Ago
Filter out shapes on sphere and box queries
7 Months Ago
Add CWorldCastMultipleCallback for multiple casts
7 Months Ago
Add a should collide callback so we can hijack the simulation filtering (naughty)
7 Months Ago
Move cast callback to physicsfilter
7 Months Ago
Remove collision function mask stuff on body, only used on shape
7 Months Ago
Use our custom cast callback using physics filter for single casts to test Setting collision attributes with no tags will add solid by default, important!
7 Months Ago
Add CPhysicsFilter which is just our modified CRnCollisionFilter, we'll fork the physics library slightly to perform our own filtering
7 Months Ago
Start exposing CPhysAggregareData PhysicsGroupDescription can get a list of parts, and their parts Add Gizmo.Draw.LineCylinder (sucks) Add BodyPart.Transform
7 Months Ago
Add PhysGroup.Remove
7 Months Ago
Surfaces properties instead of material on CShapeCastResult
7 Months Ago
Get cast result surface properties from per triangle material indices if we trace a mesh
7 Months Ago
Store per triangle material indices on shape so we can get them back on collision event
7 Months Ago
Do the same for CastSphereMultiple CastBoxMultiple too while we're at it
7 Months Ago
Add a cast callback that collects all intersections to support CastRayMultiple https://files.facepunch.com/layla/1b0711b1/sbox_0053.mp4
7 Months Ago
PhysicsTrace supports Capsule trace
7 Months Ago
Remove linear and angular drag, no longer a thing
7 Months Ago
Get rid of unused query functions on interface
7 Months Ago
Fix shape CastSphere and CastBox (probably)
7 Months Ago
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
7 Months Ago
Downgrade CastSphereSingle to CastRaySingle if radius is zero Mesh shape CastRay is getting -1 for best triangle sometimes so ignore it to avoid crash
7 Months Ago
Do sphere and bounds shape overlap tests properly by copying how testbed does shape casts
7 Months Ago
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
7 Months Ago
Add sphere query to dynamic tree World sphere query (needs testing)
7 Months Ago
AddBoxShape and AddHullShape that C# use
7 Months Ago
Get rid of UTIL_TraceModel
7 Months Ago
CastRaySingleBody, CastSphereSingleBody, CastBoxSingleBody, probably not fully correct but only markup volume uses it and we'll probably get rid of this
7 Months Ago
Remove some unused cast functions from interface
7 Months Ago
Make physics trace operate identically to game trace, diagnosing bbox vs sphere https://files.facepunch.com/garry/477f5e8e-920d-4eea-977b-b1404b4a632e.mp4
7 Months Ago
PhysicsTrace.EndPoint fix
7 Months Ago
Delete our joints and shapes before removing body from world
7 Months Ago
Remove shape from body and remove body from world checks if it owns them first
7 Months Ago
World query (cos mixed shadows uses it) Disable shadows on debug rendering
7 Months Ago
Get cast result surface properties from hit shape material
7 Months Ago
Shape GetInertiaProperties (overkill? Only CModelPreviewPhysicsShape uses it) Adding/removing tags on shapes collision attributes until we know how this fits into the filtering system