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Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts: Engine/source/platform/platformCPUCount.cpp
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commit
87d9e245b7
210 changed files with 896 additions and 896 deletions
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@ -196,7 +196,7 @@ namespace {
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// Physics and collision constants
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static F32 sRestTol = 0.5; // % of gravity energy to be at rest
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static int sRestCount = 10; // Consecutive ticks before comming to rest
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static S32 sRestCount = 10; // Consecutive ticks before comming to rest
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const U32 sCollisionMoveMask = ( TerrainObjectType | PlayerObjectType |
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StaticShapeObjectType | VehicleObjectType |
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@ -1652,7 +1652,7 @@ void RigidShape::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState
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GFX->getDrawUtil()->drawCube( desc, Point3F(0.1f,0.1f,0.1f), mDataBlock->massCenter, ColorI(255, 255, 255), &mRenderObjToWorld );
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// Collision points...
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for (int i = 0; i < mCollisionList.getCount(); i++)
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for (S32 i = 0; i < mCollisionList.getCount(); i++)
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{
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const Collision& collision = mCollisionList[i];
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GFX->getDrawUtil()->drawCube( desc, Point3F(0.05f,0.05f,0.05f), collision.point, ColorI(0, 0, 255) );
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@ -1660,7 +1660,7 @@ void RigidShape::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState
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// Render the normals as one big batch...
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PrimBuild::begin(GFXLineList, mCollisionList.getCount() * 2);
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for (int i = 0; i < mCollisionList.getCount(); i++)
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for (S32 i = 0; i < mCollisionList.getCount(); i++)
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{
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const Collision& collision = mCollisionList[i];
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