Commit Graph
122 Commits
Author SHA1 Message Date
Leon FriedrichandGitHub c077e09436 Add explicit transform matrices (#2483) 2022-02-02 10:03:45 +11:00
Pieter-Jan Briers fb54d0df1c Remove usages of Newtonsoft.Json outside StatusHost 2022-01-09 11:53:06 +01:00
Vera Aguilera PuertoandGitHub fcc16d67f7 Remove Eye Lerping from engine. (#2371) 2021-12-25 19:05:07 +01:00
Pieter-Jan Briers e22d6ea65c Use float.IsFinite in some appropriate places previously using IsNan || IsInfinity 2021-12-23 01:21:57 +01:00
Pieter-Jan Briers a170dbd716 Use BitOperations for MathHelper.NextPowerOfTwo instead. 2021-12-23 01:12:02 +01:00
wrexbeandGitHub 9d1aff3a75 Fix NextMultipleOf for int/long (#2289) 2021-12-09 12:27:08 -08:00
DrSmugleaf 163deff564 Fix 3000 errors 2021-12-05 18:13:33 +01:00
44649eea1c pvs refactor (#2247)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-11-30 15:07:08 +01:00
Leon FriedrichandGitHub 24a5020b42 fix rotated box contains (#2248) 2021-11-19 22:59:49 -08:00
20kdcandGitHub bbb9e94ce9 Arbitrary occluder rotation (#2218)
* All forms of rotated occluders now work

* Utility getters for vector CW/CCW rotations
2021-11-19 15:09:45 -08:00
metalgearslothandGitHub 05321f0381 Miscellaneous fixes for thrusters (#2239) 2021-11-17 22:42:00 +01:00
metalgearslothandGitHub 75fc9089c3 Add weld joints and other misc changes for docking (#2197) 2021-11-11 19:54:08 +11:00
Saphire LatticeandGitHub 9b2a50b1a8 Make camera lerp towards the grid rotation, and keep rotation when stepping off onto the world grid (#2187)
* Make camera lerp towards the grid rotation, and keep rotation when stepping off onto the world grid

* Fix lerp targeting, add a bunch of comments
2021-11-02 13:49:28 +01:00
metalgearsloth 7da89765ac Fix half of 45 degree sprite issues 2021-10-23 14:43:27 +11:00
Ygg01andGitHub 915a812832 Add extra helpers to Direction (#2093) 2021-10-08 13:34:45 +02:00
20kdcandGitHub f4e3dfa601 Fix FOV shader to allow for s p i n (#2103) 2021-10-08 09:04:21 +02:00
metalgearslothandGitHub ebaba35e8b Aggressively sleep physics bodies (#2078)
* Aggressively sleep physics bodies

* Fix tests

* Also buff angular damping
2021-09-29 20:06:56 +10:00
metalgearslothandGitHub 68576ace72 Accurate grid bounds (#2027)
* Fright night

* Shitty bounds working

* No more fixture leak

* Optimise TryFindGridAt

Should be O(1) now instead of the previous O(n) for number of fixtures

* ambush

* Merge stuffies

* Merge to master

* Fixes I guess

* Fix client sync

* Fix grid deserialization

* Jank test

* Fix deferral shitfuckery

* Optimise and remove

* Fixes

* Just werk dam u

* Optimisations

* Bunch of fixes

* FINALLY IT'S DONE

* Fixes

* Fix

* Comment
2021-09-20 21:07:31 +10:00
VisneandGitHub a5be8e723e Remove some unused obsolete stuff (#2049) 2021-09-20 10:59:50 +02:00
metalgearslothandGitHub 209eb5fea0 Fix 90% of grid rotation bugs (#2003)
* View box2rotated

* Changes

* Stash someday

* Sync

* Grid rotation in a commit

* SIMD comment

* Minor TryFindGridAt optimisation

* More fixes

* Optimise rays a tad

* Reduce code duplication

* Fix anchoring

* More fixes woopsie

* Eye matching parent

* Centre of mass stuffsies

* Remove TODO

* Add TODO

* Revert anchor crash

* Fix master merge-in whoopsie

* Fixes

* Woops

* Fixed viewport transform

* Re-fix rendering
2021-09-16 12:59:16 +10:00
Pieter-Jan Briers 52eb581b56 Fix some compiler warnings. 2021-09-15 15:55:27 +02:00
Pieter-Jan Briers 577b2b0f62 Remove OutputPath overrides for shared.
Pretty sure this will reduce recompilation when switching between debug and release in rider, so sounds like a good idea to me.
2021-08-30 01:38:28 +02:00
Pieter-Jan Briers ef7ef3ca9f Replace usages of NET5_0 preprocessor with NET5_0_OR_GREATER 2021-08-22 11:08:05 +02:00
metalgearslothandGitHub 456ac03870 Add RevoluteJoint (#1953) 2021-08-18 17:48:52 +02:00
VisneandGitHub 96a098a0c2 Fix outline when eye is rotated (#1929) 2021-08-06 09:53:14 +02:00
metalgearslothandGitHub f780f04784 Deprecate PhysShapeGrid (#1862)
* Grid fixtures

* termp

* Fixes

* Test reversion reversion?

* Tests

* Fix Equals

* Slight box2i cleanup

* Better initializer

* Also add static grid assert
2021-07-14 18:47:17 +10:00
metalgearslothandGitHub e0b1a7d64a Add Contains Vector2 method to Box2Rotated (#1851) 2021-07-11 22:49:59 +10:00
Galactic ChimpandGitHub 14fa616723 #1224 removed obsolete FloatMath class (#1800) 2021-06-03 00:11:19 +02:00
Vera Aguilera PuertoandGitHub c6b74e998f Use System.Numerics in a few Box2 methods to speed them up (#1708) 2021-04-19 17:18:09 +02:00
Pieter-Jan Briers 4bc775c01c RSI loader improvements:
1. Stop using NJsonSchema, it didn't do anything useful.
2. Use System.Text.Json instead of Newtonsoft.Json.
3. General cleanup of the code, using arrays instead of lists, etc...
2021-03-08 11:18:19 +01:00
c17c8d7a11 Physics (#1605)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

* Disable prediction for now

* Spans

* Fix ShapeTypes

* fixes

* ch ch changeesss

* Kinematic idea

* Prevent static bodies from waking

* Pass WorldAABB to MoveEvent

* Fix collisions

* manifold structs fucking WOOORRKKKINNGGG

* Better pushing

* Fix merge ickies

* Optimise MoveEvents

* Use event for collisions performance

* Fix content tests

* Do not research tests

* Fix most conflicts

* Paul's trying to kill me

* Maybe collisions work idk

* Make us whole again

* Smug is also trying to kill me

* nani

* shitty collisions

* Settling

* Do not research collisions

* SHIP IT

* Fix joints

* PVS moment

* Fix other assert

* Fix locker collisions

* serializable sleeptime

* Aether2D contacts

* Physics is no longer crashing (and burning)

* Add to the TODO list

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-08 03:19:01 +11:00
Pieter-Jan Briers d751c0b3ab Revert "Physics (#1602)"
This reverts commit fefcc7cba3.
2021-02-28 18:45:18 +01:00
fefcc7cba3 Physics (#1602)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:09:36 +11:00
Pieter-Jan Briers d5199ec459 Update NuGet packages. 2021-02-25 12:06:05 +01:00
393c15c44a Post shader will use real sprite bounding box (#1536)
Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-02-23 22:54:48 +01:00
Pieter-Jan Briers 17fe000a1e Fix math tests due to angle/direction changes. 2021-02-21 20:06:39 +01:00
Pieter-Jan Briers fba415e765 Bit of work to make Direction.South == Angle.Zero.
This makes Direction no longer follow a cartesian trig circle but oh well. Also helper methods to work with this.

Math tests currently fail, pushing this so Acruid can see about fixing SpriteComponent.
2021-02-21 19:47:42 +01:00
Pieter-Jan BriersandGitHub 583b7ebf38 WPF layout (#1581) 2021-02-21 12:28:13 +01:00
AcruidandGitHub de0bd1887f Sprite Rendering Bugfixes (#1551)
* Added documentation to Clyde on the sprite rendering calls.

* Added a rotation debug entity.

* Non-directional RSIs and raw textures are now rotated properly.

* Directional RSIs and Sprite Smoothing work.

* Remove the Directional flag usages.

* Supports layers with different numbers of directions.

* Fixes window rendering.
2021-02-20 11:06:08 -08:00
Vera Aguilera PuertoandGitHub dbe9a96dfa Reorganizes NumericsHelpers into different files using partial classes. (#1514) 2021-01-29 12:46:27 +01:00
ad8b0b3c83 Add bytes or sbytes to enum where available (#1430)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-12-08 12:46:30 +01:00
f157cdce02 Rotatable bounding boxes (#1360)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-12-07 17:01:57 +01:00
Pieter-Jan Briers 6296171b63 Move some shared engine properties to a new msbuild file. 2020-11-28 18:05:16 +01:00
Pieter-Jan Briers 3767a7d285 Make [UI]Box2[i] unions with their primary corners as fields.
This uses .NET 5's new Unsafe.SkipInit() function and a lot of FieldOffset.

The result of this is that you can now take a `ref` to the primary corners of the boxes, as well as better codegen in some cases.
2020-11-26 02:00:05 +01:00
b8e5b47e7a Use 'new' expression in places where the type is evident for the engine (#1415)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-11-26 00:16:55 +01:00
Víctor Aguilera Puerto 26d1a04bbf Fix missing returns on certain AdvSimd paths causing incorrect results. 2020-11-25 13:31:49 +01:00
Víctor Aguilera Puerto 088b2da90a Fix AdvSimd Min for NumericsHelpers 2020-11-25 11:20:54 +01:00
Víctor Aguilera PuertoandGitHub 6b780c55fd Numerics Helpers: SIMD accelerated array math methods (#1380)
* Numerics helpers

* Comments

* Reuse naive methods for remainders.

* Do naive operation if array length is under 4.

* NumericsHelpers takes in Span, can store elsewhere

* Make some spans read-only

* Enabled static property to disable/enable hardware accelerated paths.

* AVX support.

* welp

* .

* environment variable to disable simd

* Adds ARM support (AdvSimd)

* Fix AVX horizontal sum

* Add unit tests

* NET 5.0 moment

* RemoteExecutor moment

* Add nuget.config to the UnitTesting project only

* Add "ROBUST" prefix to env vars

* Better naming for array length utils

* Revert "Add nuget.config to the UnitTesting project only"

This reverts commit 1d474ff33d.

* Ignore ARM tests, remove #if NET5_0
2020-11-25 10:47:38 +01:00
5f940fdec6 Removes some unused variables (#1420)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2020-11-24 00:51:35 +01:00
Pieter-Jan Briers 2ca5d30e9d C# 9.
Insert glasses joke here.
2020-11-24 00:50:38 +01:00