mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Updates to component classes -
Shift from ghosted components to entity-managed for networking Initial implementation of Systems through the Mesh Component
This commit is contained in:
parent
ae5a43de70
commit
68efd8e22a
15 changed files with 706 additions and 312 deletions
|
|
@ -288,7 +288,7 @@ void RigidBodyComponent::processTick()
|
|||
return;
|
||||
|
||||
// SINGLE PLAYER HACK!!!!
|
||||
if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject())
|
||||
/*if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject())
|
||||
{
|
||||
RigidBodyComponent *servObj = (RigidBodyComponent*)getServerObject();
|
||||
mOwner->setTransform(servObj->mState.getTransform());
|
||||
|
|
@ -296,7 +296,7 @@ void RigidBodyComponent::processTick()
|
|||
mRenderState[1] = servObj->mRenderState[1];
|
||||
|
||||
return;
|
||||
}
|
||||
}*/
|
||||
|
||||
// Store the last render state.
|
||||
mRenderState[0] = mRenderState[1];
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue