16,846 Commits over 1,277 Days - 0.55cph!
PhysicsTrace supports Capsule trace
Remove linear and angular drag, no longer a thing
Get rid of unused query functions on interface
Fix shape CastSphere and CastBox (probably)
FPArms: added weaponless sprint animation & renamed existing shared run/sprint anims
Downgrade CastSphereSingle to CastRaySingle if radius is zero
Mesh shape CastRay is getting -1 for best triangle sometimes so ignore it to avoid crash
Do sphere and bounds shape overlap tests properly by copying how testbed does shape casts
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
Add sphere query to dynamic tree
World sphere query (needs testing)
AddBoxShape and AddHullShape that C# use
Get rid of UTIL_TraceModel
CastRaySingleBody, CastSphereSingleBody, CastBoxSingleBody, probably not fully correct but only markup volume uses it and we'll probably get rid of this
Remove some unused cast functions from interface
Make physics trace operate identically to game trace, diagnosing bbox vs sphere https://files.facepunch.com/garry/477f5e8e-920d-4eea-977b-b1404b4a632e.mp4
PhysicsTrace.EndPoint fix
Delete our joints and shapes before removing body from world
Remove shape from body and remove body from world checks if it owns them first
World query (cos mixed shadows uses it)
Disable shadows on debug rendering
Get cast result surface properties from hit shape material
Shape GetInertiaProperties (overkill? Only CModelPreviewPhysicsShape uses it)
Adding/removing tags on shapes collision attributes until we know how this fits into the filtering system
FPArms: added shared holster animation
Aggregate SetCollisionAttributesFromResource and SetTotalMass
Setup the callbacks for contact modify and end
Prismatic joint from desc
Spring joint from desc
Start the editor with the previous saved log level (e.g tracing stays on)
Fix events not running on instances where they have events on the base and derived class
Port spring joint from rubikon https://files.facepunch.com/layla/1b0611b1/sbox_0041.mp4
Allow arbitrary nesting in node creation context menu
Node graph HandleConfig refactor
Fix MeshTrace result not returning good defaults
EndPosition is now the hit position if hit, non hits have endposition and distance set
Delete the sceneobject RayTraceObject straigt away
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
Hang watchdog -> tools stall monitor
Splash screen is stall monitor main thread window before editor opens
Don't remove an event instance - even if it's throwing errors
Event system unregister (#1291)
* Rewrite event system to lift and sweep
* Enroller calls unregister before hotload, register afterwards
Enroller calls unregister before hotload, register afterwards
Rewrite event system to lift and sweep
Add PhysicsCallback class
Add PhysicsShape.IsTrigger
Handle IsTrigger in collisionfilter
CollisionEvent callback stub
implement > < operator overloads in TimeSince/TimeUntil
Remove World StepCollision and GetSimulationTimeElapsed, doubt these are needed anymore
Body and Shape SetMaterialIndex
World GetBody by index
Move vphysics into engine2
Remove legacy objectparams_t stuff
Calculate collision impact forces to give the same results we currently get
Another big interface cleanup
Disable rendering of debug scene objects when debug rendering is disabled
Shape set material (density, friction, restitution)
Aggregate set surface properties
Set shape material when building aggregate
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Remove deprecated renderingpipeline stuff that was never even used
Document TrackedDevice, remove unused, update skeletal data
Move VR class into Sandbox.Engine (forwarded to Sandbox.Game) and respect anchor for tracked transforms
Compositor submit bindings, cleanup
Submit all the info we need to camera renderer + start rewriting stereo rendering
Deleted subviews, crossed/nohmd stereo modes, auto-fidelity, no longer uses multiview instancing
Clean up