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17,154 Commits over 1,308 Days - 0.55cph!

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
Maybe this will fix the matrix menu
7 Months Ago
Add CloudAsset.Install
7 Months Ago
GameResources can load private properties marked with [JsonInclude] Add GameResource.GetReferencedPackages()
7 Months 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!
7 Months Ago
When saving a GameResource, also save a list of packages that were referenced FixResourceNames is unsued
7 Months Ago
Trace startpos fix Fix capsule trace StartPos
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
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
7 Months Ago
Depth resolve vmat
7 Months 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
7 Months Ago
FPArms: update shared sprint anim
7 Months Ago
FPArms: removed hold parameters, started reimplementation of punching animgraph with everything learned from the more recent weapon graphs
7 Months Ago
Shape triangulation (tools need this)
7 Months Ago
Update ActionJigs Try to get nodes to redraw on change
7 Months Ago
ShouldHit is needed :(
7 Months Ago
Update() node UI after Layout() calls
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
Constant nodes Node interface tweaks
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
TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty
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
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
7 Months Ago
Editor: Add inline text editing for input action name and group https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
7 Months Ago
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
7 Months Ago
Can get physics hull edges (for debug renderering) Can get triangles from physics mesh Add some faster line drawing functions to gizmo
7 Months Ago
FPArms: add sprinting anim to punching animgraph
7 Months Ago
FPArms: remove hold adjustment sequences from adjustment prefab
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!