..
actor.cpp
Move btCollisionObject* into PtrHolder
2021-08-08 15:05:07 +02:00
actor.hpp
Move btCollisionObject* into PtrHolder
2021-08-08 15:05:07 +02:00
actorconvexcallback.cpp
Use btCollisionObject* instead of MWWorld::Ptr inside of Projectile
2021-08-08 15:05:07 +02:00
actorconvexcallback.hpp
closestnotmerayresultcallback.cpp
Use btCollisionObject* instead of MWWorld::Ptr inside of Projectile
2021-08-08 15:05:07 +02:00
closestnotmerayresultcallback.hpp
collisiontype.hpp
Merge branch 'forlua' into 'master'
2021-09-27 19:50:57 +00:00
constants.hpp
Change max walkable slope angle to 46 degrees
2021-10-10 18:25:05 +02:00
contacttestresultcallback.cpp
contacttestresultcallback.hpp
contacttestwrapper.cpp
contacttestwrapper.h
deepestnotmecontacttestresultcallback.cpp
Use btCollisionObject* instead of MWWorld::Ptr inside of Projectile
2021-08-08 15:05:07 +02:00
deepestnotmecontacttestresultcallback.hpp
hasspherecollisioncallback.hpp
Check AiTravel destination for other actors presence
2021-09-29 01:05:23 +02:00
heightfield.cpp
heightfield.hpp
movementsolver.cpp
Avoid division by zero in movementsolver when an actor is immobile and
2021-08-08 17:19:18 +02:00
movementsolver.hpp
mtphysics.cpp
Introduce 3 scoped mutex wrappers to allow to conditionally skip taking
2021-10-05 15:52:27 +02:00
mtphysics.hpp
Use common function for sync and async case. Now both cases follow the
2021-10-05 15:44:20 +02:00
object.cpp
Move btCollisionObject* into PtrHolder
2021-08-08 15:05:07 +02:00
object.hpp
Move btCollisionObject* into PtrHolder
2021-08-08 15:05:07 +02:00
physicssystem.cpp
Merge handleFall() and updateMechanics() into updateActor(). It remove gratuitious differences between sync and async cases. Also, it will make the after simulation update logic easier to follow when projectiles move into the simulation thread.
2021-10-05 15:44:20 +02:00
physicssystem.hpp
Merge handleFall() and updateMechanics() into updateActor(). It remove gratuitious differences between sync and async cases. Also, it will make the after simulation update logic easier to follow when projectiles move into the simulation thread.
2021-10-05 15:44:20 +02:00
projectile.cpp
Change projectile behaviour to be like in vanilla wrt. water plane:
2021-09-03 10:24:05 +02:00
projectile.hpp
Change projectile behaviour to be like in vanilla wrt. water plane:
2021-09-03 10:24:05 +02:00
projectileconvexcallback.cpp
Change projectile behaviour to be like in vanilla wrt. water plane:
2021-09-03 10:24:05 +02:00
projectileconvexcallback.hpp
Use btCollisionObject* instead of MWWorld::Ptr inside of Projectile
2021-08-08 15:05:07 +02:00
ptrholder.hpp
At last kill PtrHolder mutex
2021-08-08 15:05:07 +02:00
raycasting.hpp
Merge branch 'forlua' into 'master'
2021-09-27 19:50:57 +00:00
stepper.cpp
stepper.hpp
trace.cpp
trace.h