| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
Much thanks to Gerhard!
Merged with Darok's recent changes re: physical prims
|
|
|
|
| |
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
|
| |
|
|
|
|
| |
all three physics plugins.
|
|
|
|
|
|
| |
* Shortened type references
* Removed redundant 'this' qualifier
|
| |
|
|
|
|
| |
should equal project and directory.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
updated Axiom.MathLib.dll.
|
|
|
|
|
| |
* added some licensing info
|
|
|
|
| |
which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
|
|
compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
|