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author | teravus | 2013-01-24 07:11:32 -0500 |
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committer | teravus | 2013-01-24 07:11:32 -0500 |
commit | ba9d6b7337d7e95a9c8d3bd7f2e98c323f1a00be (patch) | |
tree | c530cf3e0384b96247a03b60af9ce1468337c24a /bin | |
parent | * This makes the non-physics llCastRay 'better'. It's not 'correctly work... (diff) | |
download | opensim-SC-ba9d6b7337d7e95a9c8d3bd7f2e98c323f1a00be.zip opensim-SC-ba9d6b7337d7e95a9c8d3bd7f2e98c323f1a00be.tar.gz opensim-SC-ba9d6b7337d7e95a9c8d3bd7f2e98c323f1a00be.tar.bz2 opensim-SC-ba9d6b7337d7e95a9c8d3bd7f2e98c323f1a00be.tar.xz |
* Repairs the Object updates, Collision updates, and Child Prim methods making the bulletXNA engine work again.
* The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
Diffstat (limited to '')
-rw-r--r-- | bin/BulletXNA.dll | bin | 614400 -> 610304 bytes |
-rw-r--r-- | bin/BulletXNA.pdb | bin | 1969664 -> 1963520 bytes |
2 files changed, 0 insertions, 0 deletions
diff --git a/bin/BulletXNA.dll b/bin/BulletXNA.dll index 5e69b2e..bfaac4f 100644 --- a/bin/BulletXNA.dll +++ b/bin/BulletXNA.dll | |||
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diff --git a/bin/BulletXNA.pdb b/bin/BulletXNA.pdb index 3d4906f..ecab22f 100644 --- a/bin/BulletXNA.pdb +++ b/bin/BulletXNA.pdb | |||
Binary files differ | |||