scrawl
0a8c61a7fe
Bug #1107 : Reverted previous fix, which caused problems with some actors not using a box shape as expected. Instead, do not create a bounding box collision shape for hidden nodes.
2014-01-15 14:53:29 +01:00
scrawl
79a6ffd216
Closes #1107 : Do not create box shapes unless the box collision flag is enabled
2014-01-15 14:53:29 +01:00
scrawl
7dc30a01cd
Some changes suggested by cppcheck
2013-07-31 18:46:32 +02:00
Chris Robinson
4cedf0fbab
Avoid colliding with AvoidNodes
...
These are placed under the RootCollisionNode hierarchy, but the shapes they
hold aren't collided with. Their exact function is unknown, but seems to be
related to lava? Maybe damage avoidance info for the AI.
2013-04-28 11:12:55 -07:00
Chris Robinson
36170c5374
Use flag enums instead of hard-coded hex values
2013-04-16 01:20:32 -07:00
Chris Robinson
ebcb4c66c3
Properly read and use the NIF root record list
2013-04-06 10:17:09 -07:00
scrawl
e30af28860
Markers should still have collision if they have a NiRootCollisionNode
2013-03-14 19:03:42 +01:00
scrawl
84afd87321
Placeable objects should not collide unless they have a NiRootCollisionNode
2013-03-14 03:04:02 +01:00
scrawl
14964e9fcd
Only build a box shape for collision nodes; use StringUtils
2013-03-09 10:28:10 +01:00
scrawl
d7c4a622cf
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
2013-03-08 23:46:25 +01:00
Nathan Jeffords
109dff2d29
renamed high level NIF files...
2013-03-02 13:23:09 -08:00