Fixed: convex and shape nodes are now the same transform as the target nodes
Changed: addNode now has the target at the end of its call for backwards compat
Fixed: renameNode was overwriting addNode calls, should not have been so
ADDED: functionality to clean nodes out of the script that are related to a specific target
ADDED: functionality to clean multiple addCollisionDetails from the script
ADDED: ColConvex get added as nodes now and dont just get skipped (for future reference ColMeshes are checked for colConvex are not but this will be needed in future)
Removed: erroneous deletion of nodes and meshes from shapeEditorActions tscript file.
Adding multiple collision hulls and shapes through the shape editor now works as intended though with multiple convex hulls it does produce a few lag spikes on first load of the objects.
repurposed and renamed the 2 sliders in the gui to be for settings in vhacd
added the drop down for fillMode types but it is not hooked up to source yet
final cleanup removal of the old convexDecomp library
ADDDED: library for the floatmath from v-hacd resource, required for fit sphere/capsule/box functions
renamed ThreadPool to TorqueThreadPool to avoid conflics
fixed data transmission between stages of convexDecome and trimesh creation
TODO: re-add our own functions for generating sphere/cylinder/box
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
Many instances of a function or expression being used repeatedly, which can lower performance.
Fixed it in these cases by creating on local var, reference or pointer that's used instead.