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actor.cpp
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Use bigger hammer to set Actor's position after teleporting. Otherwise traceDown() would use old collision object transform and gives incorrect results, making the Actor "fall" in the new position.
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2020-11-16 11:35:50 +01:00 |
actor.hpp
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Use bigger hammer to set Actor's position after teleporting. Otherwise traceDown() would use old collision object transform and gives incorrect results, making the Actor "fall" in the new position.
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2020-11-16 11:35:50 +01:00 |
closestnotmeconvexresultcallback.cpp
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closestnotmeconvexresultcallback.hpp
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Mark overrided methods by override keyword
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2020-10-16 22:18:54 +04:00 |
closestnotmerayresultcallback.cpp
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closestnotmerayresultcallback.hpp
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Mark overrided methods by override keyword
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2020-10-16 22:18:54 +04:00 |
collisiontype.hpp
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constants.hpp
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contacttestresultcallback.cpp
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Do not block a door when it turns away.
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2020-11-01 23:01:18 +01:00 |
contacttestresultcallback.hpp
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Do not block a door when it turns away.
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2020-11-01 23:01:18 +01:00 |
deepestnotmecontacttestresultcallback.cpp
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Visualize hand to hand hits
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2020-10-26 13:48:15 +01:00 |
deepestnotmecontacttestresultcallback.hpp
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Visualize hand to hand hits
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2020-10-26 13:48:15 +01:00 |
hasspherecollisioncallback.hpp
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components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues
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2020-10-22 23:57:53 +02:00 |
heightfield.cpp
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heightfield.hpp
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movementsolver.cpp
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movementsolver.hpp
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mtphysics.cpp
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Use bigger hammer to set Actor's position after teleporting. Otherwise traceDown() would use old collision object transform and gives incorrect results, making the Actor "fall" in the new position.
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2020-11-16 11:35:50 +01:00 |
mtphysics.hpp
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Get rid of the StandingActorsMap. Just embed the necessary info into
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2020-11-15 01:58:21 +01:00 |
object.cpp
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Process movement queue in one or several background threads
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2020-10-15 06:41:35 +02:00 |
object.hpp
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Process movement queue in one or several background threads
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2020-10-15 06:41:35 +02:00 |
physicssystem.cpp
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Use bigger hammer to set Actor's position after teleporting. Otherwise traceDown() would use old collision object transform and gives incorrect results, making the Actor "fall" in the new position.
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2020-11-16 11:35:50 +01:00 |
physicssystem.hpp
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Get rid of the StandingActorsMap. Just embed the necessary info into
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2020-11-15 01:58:21 +01:00 |
ptrholder.hpp
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raycasting.hpp
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stepper.cpp
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stepper.hpp
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trace.cpp
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trace.h
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