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https://github.com/TorqueGameEngines/Torque3D.git
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Final Linux compliance changes(renames, tweaks for gcc compliance, etc)
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commit
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25 changed files with 47 additions and 46 deletions
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@ -43,7 +43,7 @@ public:
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F32 getMass() { return mMass; }
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Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > PhysicsComponentInterface::onPhysicsCollision;
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Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > onPhysicsCollision;
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};
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#endif
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/physics/playerControllercomponent.h"
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#include "T3D/components/physics/playerControllerComponent.h"
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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@ -203,7 +203,7 @@ public:
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//This is a weird artifact of the PhysicsReps. We want the collision component to be privvy to any events that happen
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//so when the physics components do a findContact test during their update, they'll have a signal collision components
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//can be listening to to update themselves with that info
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Signal< void(SceneObject*) > PlayerControllerComponent::onContactSignal;
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Signal< void(SceneObject*) > onContactSignal;
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//
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DECLARE_CALLBACK(void, updateMove, (PlayerControllerComponent* obj));
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@ -20,7 +20,7 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/physics/rigidBodycomponent.h"
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#include "T3D/components/physics/rigidBodyComponent.h"
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#include "core/util/safeDelete.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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@ -31,7 +31,7 @@
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#include "T3D/physics/physicsPlugin.h"
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#include "T3D/physics/physicsWorld.h"
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#include "T3D/physics/physicsCollision.h"
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#include "T3D/components/collision/collisioncomponent.h"
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#include "T3D/components/collision/collisionComponent.h"
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bool RigidBodyComponent::smNoCorrections = false;
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bool RigidBodyComponent::smNoSmoothing = false;
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@ -30,7 +30,7 @@
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#include "T3D/physics/physicsCommon.h"
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#endif
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#ifndef COLLISION_COMPONENT_H
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#include "T3D/components/collision/collisioncomponent.h"
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#include "T3D/components/collision/collisionComponent.h"
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#endif
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#ifndef PHYSICS_COMPONENT_INTERFACE_H
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#include "T3D/components/physics/physicsComponentInterface.h"
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