Areloch
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86f9c6f2e7
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When using bullet physics, it ensures the player does not move when the world sim is paused, as well as correcting the surface check when walking to test against the max run angle.
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2016-05-27 14:32:36 -05:00 |
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Azaezel
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74a194a277
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missed a convexSweepTest early-out check.
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2015-11-14 11:26:42 -06:00 |
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Daniel Buckmaster
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4721181d44
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Merge pull request #1361 from Azaezel/BulletBreak1
adds minimum displacement check prior to convexSweepTest to avoid NaNs
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2015-07-27 12:20:33 +10:00 |
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Azaezel
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edce2cc566
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adds minimum displacement check prior to convexSweepTest to avoid NaNs
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2015-07-17 14:28:30 -05:00 |
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Azaezel
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e9a1d2158b
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BulletCrashfix2
Removes fatal assertion on duplicated object collisions (meshroads, primarily)
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2015-07-17 14:25:01 -05:00 |
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LuisAntonRebollo
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2eca491961
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Fix Bullet compilation.
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2015-02-15 12:33:00 +01:00 |
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Thomas Fischer
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6d8e0d7e25
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refactored platform precompiler variable: TORQUE_OS_WIN{32,64,}
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2014-03-15 15:10:14 +01:00 |
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DavidWyand-GG
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cff2ab046a
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Bullet physics applyImpulse() fix
Bullet physics requires a local origin be passed into it's
applyImpulse() rather than a world origin.
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2014-02-09 18:10:53 -05:00 |
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DavidWyand-GG
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ca57db1e23
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Fix for Bullet frustum reference
Update to Bullet physics to account for latest SceneRenderState frustum
changes.
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2013-11-13 11:41:22 -05:00 |
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bank
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d2700f881c
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Source changes needed for Linux build.
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2012-09-23 15:31:56 +04:00 |
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DavidWyand-GG
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7dbfe6994d
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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