branchsbox/jolt_physics2cancel

89 Commits over 0 Days - ∞cph!

Today
Fix capsule shapes
Today
Add command line switch to change physics module
Today
Disable collision for kinematics for now, many intersecting kinematics (server side bodies on client) seem to be completely fucking up the simulation, causing everything to fall through world https://files.facepunch.com/layla/1b0711b1/sbox_0061_Trim.mp4
Yesterday
matrix conversion
Yesterday
Init debug renderer so we have all the geometry batches for primitives
Yesterday
batch debug drawing properly
Yesterday
make a start on debug rendering so i can see what the fuck is going on
Yesterday
Remove wokeup and asleep lists from world step results, shouldn't have to need these
Yesterday
Remove HintSimRateChange
Yesterday
Remove SetBuoyancyRatio
Yesterday
Remove GetSphereRadius and SetSphereRadius
Yesterday
Same for drag and damping
Yesterday
Impl a few velocity related functions in physics aggregate
Yesterday
Create physics shapes for each jolt subshape
Yesterday
Override mass if provided, set inertia scale if provided
Yesterday
Use a rotated translated shape for single spheres and capsules so they can be offset
Yesterday
Rotate capsule using the two center points
Yesterday
Aggregates build body and shapes with a single BodyCreationSettings - rubikon could create a body and add shapes at will, jolt doesn't work that way :(
2 Days Ago
Make all bodies with compounds for now so we can collide with world
3 Days Ago
Alloc phys data Set shape userdata
3 Days Ago
SetAngularVelocity, GetAngularVelocity ApplyLinearImpulse, ApplyLinearImpulseAtWorldSpace ApplyAngularImpulse ApplyForce, ApplyForceAt
3 Days Ago
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
3 Days Ago
Add collision shapes to body
3 Days Ago
Move surface property manager and phys data manager to their own file
3 Days Ago
Create a temp box shape so we have something to collide with
3 Days Ago
Just return true in our layer filters for now because we obviously haven't set up layers yet
3 Days Ago
Impl SetLinearVelocity https://files.facepunch.com/layla/1b0511b1/sbox_0017.mp4
3 Days Ago
Temp disable player physics hull so we don't fly through the world
3 Days Ago
Impl GetCTransform
3 Days Ago
Impl aggregate instance GetRootTransform so we can start to sync jolt bodies to entities
3 Days Ago
Return all bodies as awake in StepEndReadOnlyGetResults for now
3 Days Ago
remove physics body GetUid - unused
3 Days Ago
Impl SetEntityHandle, GetEntityHandle, GetEntityID
3 Days Ago
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
3 Days Ago
Build bodies for aggregate but don't set shapes yet
4 Days Ago
Add managed handle to physics aggregate instance
4 Days Ago
PhysAggregateInstance stubs
4 Days Ago
Create temp allocator and job system so we can start to update the physics system
4 Days Ago
Add a empty mutable compound shape to new bodies
4 Days Ago
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)
4 Days Ago
Don't assert in GetProfileStats - who cares
4 Days Ago
Add and release ref of aggregate data
4 Days Ago
Impl CreateAggregateDataFromDiskData
4 Days Ago
Return our surface property controller
4 Days Ago
Few null checks in places that are popping up while joining game with mostly unimplemented physics interface
4 Days Ago
Register default allocator for jolt, create factory, register types etc
4 Days Ago
Allocate managed handle after we init jolt physics system
4 Days Ago
Create a bullshit surface property manager for now Install surface property and phys data type managers
4 Days Ago
Get dependencies for jolt physics interface interface init, preshutdown, shutdown stuff
4 Days Ago
Load vphysics_jolt module instead of vphysics2 so we can start to get stuck in