17,154 Commits over 1,308 Days - 0.55cph!
CastShapeSingle
CastShapeMultiple
Use GJK for GetDistanceBetweenHulls
Fully implement CastShapeAgainstShape using TOI, one function vs fuck knows how many
Start supporting CastShapeAgainstShape, starting with ray vs capsule to get hitboxes working
Move TestQuery to world, only physics game system uses this
Create new BVH and swap it out for UpdateMeshShape (probably not fast but never was)
Get rid of orthographic areas (used for drag?)
Only collide on INTERSECTION_PAIR_RESOLVE_CONTACTS
Get rid of CreateMeshShape on the interface, nothing uses it
Maybe this will fix the matrix menu
GameResources can load private properties marked with [JsonInclude]
Add GameResource.GetReferencedPackages()
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!
When saving a GameResource, also save a list of packages that were referenced
FixResourceNames is unsued
Trace startpos fix
Fix capsule trace StartPos
If we're casting against a sphere or capsule, add on the radius from the proxy
Fix mistake in trace solver when porting over
Cast against hull properly
Add trace solver
Attempt to use trace solver for meshes and hulls
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
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
FPArms: update shared sprint anim
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
Shape triangulation (tools need this)
Update ActionJigs
Try to get nodes to redraw on change
Update() node UI after Layout() calls
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
Constant nodes
Node interface tweaks
Remove unused shit from util_trace
Support body AddMeshShape
Support 2 body overlap check
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Remove joint Activate and Deactivate, unused and no longer a thing
Fix crash when removing contacts, sometimes the next contact can be null?
Remove contacts if we disable joint collision
Allow joint collision to be toggled (do we need to update contacts?)
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
Editor: Add inline text editing for input action name and group
https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
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
Can get physics hull edges (for debug renderering)
Can get triangles from physics mesh
Add some faster line drawing functions to gizmo
FPArms: add sprinting anim to punching animgraph
FPArms: remove hold adjustment sequences from adjustment prefab
Filter out shapes on sphere and box queries
Add CWorldCastMultipleCallback for multiple casts
Add a should collide callback so we can hijack the simulation filtering (naughty)
Move cast callback to physicsfilter
Remove collision function mask stuff on body, only used on shape
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!