Gmod-vphysics
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Replacement vphysics module for the Source engine (originally meant for Garry's Mod)
You are able to take any object that can be picked up with the physgun and move it through another object that is currently frozen as well as the world...
As the title states, touching a object thats been shot with the "super ice" physical property instantly kills you and launches you into the air at a high velocity.
Weirdness is due to the constraint having a zero jacobian sum (both objects static or bad values passed in somewhere). Assert found in btSequentialImpulseConstraintSolver solveGroupCacheFriendlySetup at the constraint initialization
Garry's Mod kills any collision meshes that have a volume of 0, so we need to return a real volume! I was going to use QHull for this, but need...
Use btThreadPool class to rewrite it, avoid using temp objects like on the sequential constraint solver May be harder to write and I don't know about performance benefit. The way...
Spawning a bouyent prop in a map that has it's "ground level" below the Y axis of 0 will cause the prop to "float" to Y = 0
I'm not sure if it's because I'm using Linux or not (the makefile has a common not-relative linker error, a bunch of posix defines are missing), however I'm having significant...
Need springs, hinges, sliders, pulleys Rewrite length constraint, currently doesn't use minimum length
Setting a custom PhysicsInit and CollisionBounds on and entity will cause the entity, once touched with the physgun, to fall through the world, as it touches the world it voilently...
In order to become a full replacement, VPhysics needs to support collision mesh creation, manipulation, and mesh exportation. - To achieve mesh manipulation, qhull must be used (bullet doesn't support...