scrawl
b98063bba0
Fix deleted pointer access (getPosition, getRotation)
2013-04-11 18:02:44 +02:00
scrawl
ebaf80d539
Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
2013-04-03 23:55:57 +02:00
scrawl
af6409b9f5
Fix NPC physics scale problem
2013-03-31 13:50:57 +02:00
Marc Zinnschlag
b2f6f67d53
Merge remote-tracking branch 'scrawl/master' into next
2013-03-21 22:07:37 +01:00
scrawl
3277ef26da
Fix a crash when dropping objects without a collision shape
2013-03-21 21:08:23 +01:00
scrawl
84afd87321
Placeable objects should not collide unless they have a NiRootCollisionNode
2013-03-14 03:04:02 +01:00
scrawl
d7c4a622cf
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
2013-03-08 23:46:25 +01:00
Marc Zinnschlag
7e100c36b5
Merge remote-tracking branch 'gus/AI'
2013-03-06 19:05:55 +01:00
gus
5938e19362
Clean up
2013-03-06 17:31:57 +00:00
gus
48b3f1e0cf
Clean up. But still a little hacky
2013-03-04 12:08:35 +00:00
gus
7fb2ff18a3
Fix bug induced by previous commit (player orientation wasn't stored correctly), and fix NPC not beeing able to move with certain angles (like angle Z 70) because the trace function was hitting NPC own hitboxes. The solution prposed here is a little hacky, but i works. Need a little clean up(mBody shouldn't be public)
2013-03-03 13:06:45 +00:00
Nathan Jeffords
109dff2d29
renamed high level NIF files...
2013-03-02 13:23:09 -08:00
scrawl
2e7bc1a368
Z-up conversion: local map, fix tcg
2013-02-26 13:39:10 +01:00
Chris Robinson
fe6fa9ebe7
Simplify newtrace a bit
2013-02-20 04:14:52 -08:00
Chris Robinson
66743ecee7
Remove some unused trace fields
2013-02-19 07:00:22 -08:00
Chris Robinson
86f6491bc8
Remove unused pmove code
2013-02-19 06:38:48 -08:00
Chris Robinson
89fabdb3a9
Update the PhysicActor's RigidBody when moving
...
This works, but is less than ideal. As it is now, the rigid body gets updated
twice as the position and rotation are set separately. They should instead be
updated together.
2013-02-19 04:18:15 -08:00
Chris Robinson
5a1a0b7338
Add and use an MWWorld::isFlying method
2013-02-18 22:39:43 -08:00
scrawl
5d403ebdd3
Fix collision debug drawer (tcg)
2013-02-19 04:03:24 +01:00
Chris Robinson
6356d3a385
Start actors with collision enabled
...
NPCs are now affected by gravity. The player still starts in no-collision mode
though, since they start in the void rather than a door marker.
2013-02-17 06:02:57 -08:00
Chris Robinson
735c1ec2ae
Cleanup trace.cpp/h
2013-02-08 13:12:34 -08:00
Chris Robinson
d47d2216f2
Use some const references where appropriate
2013-02-07 16:33:44 -08:00
Chris Robinson
cbdd459500
Remove unneeded playerMove from PhysicActor
2013-02-07 15:48:41 -08:00
Chris Robinson
923d0d6eb4
Fix up some header includes
2013-02-06 21:47:09 -08:00
Chris Robinson
e577ee2de8
Add a method to set/retrieve being on the ground
2013-02-06 21:44:58 -08:00
Chris Robinson
a782a9109b
Store the vertical velocity in the physic actor
2013-02-05 09:24:22 -08:00
Chris Robinson
82e4da4e64
Get the half-extents from the physicactor
2013-02-05 07:41:57 -08:00
Nathan Jeffords
a842fc2c11
added hack to fix an alignment issue in MSVC 2010
...
The default allocator in Visual Studio 2010 does not respect the
alignment requirements of classes it is allocating memory for. This
results in a potential crash when using OEngine::Physics::PhysicActor
that has been allocated on the heap if it is built against a version of
Bullet that has SSE intrinsics enabled.
2013-01-01 10:59:12 -08:00
scrawl
867fb620c3
part 2
2012-11-08 19:25:06 +01:00
scrawl
00a2de432a
fix BulletShapeLoader namespace
2012-11-08 18:48:07 +01:00
scrawl
4ca0eb93ee
fix markers used for raycasting and blocking activation
2012-10-24 17:47:03 +02:00
Marc Zinnschlag
35d099a638
disabling gcc extensions
2012-10-09 17:10:25 +02:00
scrawl
044ab3d2b6
fix error in framelistener with tcg enabled
2012-09-28 17:02:18 +02:00
scrawl
1cb1259e18
fixing some unrelated warnings
2012-09-23 19:36:37 +02:00
Jason Hooks
f365cab824
Possible fix for a issue
2012-09-21 16:10:08 -04:00
Jason Hooks
f01aae138f
Removing void
2012-09-17 17:23:26 -04:00
Jason Hooks
05687c120f
protection for null cast
2012-09-16 17:48:18 -04:00
Jason Hooks
0fa1dea6c1
Box size set; Set speed
2012-09-16 17:29:16 -04:00
Jason Hooks
192d634098
Movement keys; View angles
2012-09-16 13:19:38 -04:00
Jason Hooks
76f2a82884
More pmove stuff; Turned off broadphase, we could not fall in exteriors
2012-09-15 22:48:24 -04:00
Jason Hooks
f6384574da
Starting to introduce pmove
2012-09-15 18:17:42 -04:00
Jason Hooks
f586f53a42
positioning
2012-09-15 16:45:50 -04:00
Jason Hooks
02bca98e9f
Setrotate working
2012-09-15 13:23:49 -04:00
Jason Hooks
a1a7733730
Set scale implemented
2012-09-12 18:30:32 -04:00
Jason Hooks
c5b25ef70b
Very basic actor physics (no set scale/rotate functions)
2012-09-10 20:29:24 -04:00
Jason Hooks
3e3437f9c3
Revised create and adjust rigid body functions
2012-09-06 20:11:59 -04:00
Jason Hooks
23777033fd
Starting to implement new PhysicActor
2012-09-05 17:44:11 -04:00
Jason Hooks
2efceba1fc
Tearing apart PhysicActor
2012-09-03 20:32:20 -04:00
Jason Hooks
0697c7f7f4
Finally merged in master
2012-09-01 17:28:12 -04:00
Jason Hooks
b7697a62ad
Position set back to zero
2012-08-29 18:35:39 -04:00