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Merged pull request #1869
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commit
e4e18d6642
2 changed files with 3 additions and 3 deletions
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@ -105,6 +105,7 @@
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Bug #4591: Attack strength should be 0 if player did not hold the attack button
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Bug #4597: <> operator causes a compile error
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Bug #4604: Picking up gold from the ground only makes 1 grabbed
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Bug #4607: Scaling for animated collision shapes is applied twice
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Feature #1645: Casting effects from objects
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Feature #2606: Editor: Implemented (optional) case sensitive global search
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Feature #3083: Play animation when NPC is casting spell via script
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@ -650,7 +650,6 @@ namespace MWPhysics
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osg::NodePath& nodePath = nodePathFound->second;
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osg::Matrixf matrix = osg::computeLocalToWorld(nodePath);
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osg::Vec3f scale = matrix.getScale();
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matrix.orthoNormalize(matrix);
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btTransform transform;
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@ -659,8 +658,8 @@ namespace MWPhysics
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for (int j=0; j<3; ++j)
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transform.getBasis()[i][j] = matrix(j,i); // NB column/row major difference
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if (compound->getLocalScaling() * toBullet(scale) != compound->getChildShape(shapeIndex)->getLocalScaling())
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compound->getChildShape(shapeIndex)->setLocalScaling(compound->getLocalScaling() * toBullet(scale));
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// Note: we can not apply scaling here for now since we treat scaled shapes
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// as new shapes (btScaledBvhTriangleMeshShape) with 1.0 scale for now
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if (!(transform == compound->getChildTransform(shapeIndex)))
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compound->updateChildTransform(shapeIndex, transform);
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}
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