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22,469 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Save pre velocity for intersection notifications
1 Year Ago
Testing method for creating a decal in scene worlds
1 Year Ago
Support body inertia scale
1 Year Ago
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
1 Year Ago
Highlight asset list folder when selected Fix baseitemwidget drag hover and drag drop logic being backwards
1 Year Ago
Get rid of unused overlap and sweep functions from interface Aggregate CheckShapeOverlap, skip meshes for now
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Fix error when dragging asset into its own folder
1 Year Ago
Gizmo Sprite shader Customised gizmo line shader
1 Year Ago
[pick] new aligned memalloc methods [pick] CResourceNameGetter refactor Initial Vulkan update merge
1 Year Ago
Latest rendersystem base
1 Year Ago
Don't try to set property in PropertyDescription if it doesn't have a setter
1 Year Ago
Body Enable, Disable, IsEnabled
1 Year Ago
Remove GetSimulationTime Apply flags to collision attributes for toggling touch events
1 Year Ago
CastShapeSingle CastShapeMultiple
1 Year Ago
Use GJK for GetDistanceBetweenHulls
1 Year Ago
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
1 Year Ago
box vs capsule
1 Year Ago
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
1 Year Ago
Move TestQuery to world, only physics game system uses this
1 Year Ago
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
1 Year Ago
Implement ClosestPoints
1 Year Ago
Get rid of orthographic areas (used for drag?)
1 Year Ago
Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS Get rid of CreateMeshShape on the interface, nothing uses it
1 Year Ago
Maybe this will fix the matrix menu
1 Year Ago
Add CloudAsset.Install
1 Year Ago
GameResources can load private properties marked with [JsonInclude] Add GameResource.GetReferencedPackages()
1 Year Ago
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!
1 Year Ago
When saving a GameResource, also save a list of packages that were referenced FixResourceNames is unsued
1 Year Ago
Trace startpos fix Fix capsule trace StartPos
1 Year Ago
If we're casting against a sphere or capsule, add on the radius from the proxy
1 Year Ago
Fix mistake in trace solver when porting over Cast against hull properly
1 Year Ago
Add trace solver Attempt to use trace solver for meshes and hulls
1 Year Ago
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
1 Year Ago
Depth resolve vmat
1 Year Ago
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
1 Year Ago
FPArms: update shared sprint anim
1 Year Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
1 Year Ago
Shape triangulation (tools need this)
1 Year Ago
Update ActionJigs Try to get nodes to redraw on change
1 Year Ago
ShouldHit is needed :(
1 Year Ago
Update() node UI after Layout() calls
1 Year 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
1 Year Ago
Constant nodes Node interface tweaks
1 Year Ago
Remove unused shit from util_trace
1 Year Ago
Support body AddMeshShape
1 Year Ago
Support 2 body overlap check
1 Year Ago
TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty
1 Year Ago
Remove joint Activate and Deactivate, unused and no longer a thing