branchsbox/new-physicscancel

159 Commits over 30 Days - 0.22cph!

7 Months Ago
Get rid of unused overlap and sweep functions from interface Aggregate CheckShapeOverlap, skip meshes for now
7 Months Ago
Body Enable, Disable, IsEnabled
7 Months Ago
Remove GetSimulationTime Apply flags to collision attributes for toggling touch events
7 Months Ago
CastShapeSingle CastShapeMultiple
7 Months Ago
Use GJK for GetDistanceBetweenHulls
7 Months Ago
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
7 Months Ago
box vs capsule
7 Months Ago
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
7 Months Ago
Move TestQuery to world, only physics game system uses this
7 Months Ago
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
7 Months Ago
Implement ClosestPoints
7 Months Ago
Get rid of orthographic areas (used for drag?)
7 Months Ago
Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS Get rid of CreateMeshShape on the interface, nothing uses it
7 Months Ago
If we're casting against a sphere or capsule, add on the radius from the proxy
7 Months Ago
Fix mistake in trace solver when porting over Cast against hull properly
7 Months Ago
Add trace solver Attempt to use trace solver for meshes and hulls
7 Months Ago
Shape triangulation (tools need this)
7 Months Ago
ShouldHit is needed :(
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
Remove unused shit from util_trace
7 Months Ago
Support body AddMeshShape
7 Months Ago
Support 2 body overlap check
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
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
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
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
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
Delete our joints and shapes before removing body from world