fredzio
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6e969ca3fa
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Use mesh collision box instead of node bounding sphere for projectile
size. The bounding sphere is much bigger than the mesh.
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2021-02-05 22:53:45 +01:00 |
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Alexei Dobrohotov
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15291f15d3
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Make actor collision box components a struct
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2020-12-11 20:07:59 +03:00 |
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elsid
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49d81241db
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Merge branch 'master' into pathfinder_detour
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2018-10-28 17:08:09 +03:00 |
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Andrei Kortunov
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61e6e359c4
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Allow creatures to use the autogenerated collision box (feature #2787)
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2018-10-22 15:48:23 +04:00 |
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elsid
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fa23b590a4
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Add unwalkable areas to NavMesh
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2018-10-13 22:16:32 +03:00 |
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elsid
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f6a60790f8
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Create collision shape for all avoided nodes
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2018-10-13 22:16:31 +03:00 |
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scrawl
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e055ae094a
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Improve const-correctness in BulletShapeManager
Sadly, two const_cast's are needed to work around Bullet API quirks.
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2016-02-07 00:14:13 +01:00 |
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scrawl
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909c4d96b6
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Use the osgDB::ObjectCache in BulletShapeManager
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2016-02-05 23:59:37 +01:00 |
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scrawl
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e49bce7b40
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Share the bvh of btBvhTriangleMeshShape's when possible
Results in decent cell-loading speed up. (only affects bullet versions < 2.83, since we use btScaledBvhTriangleMeshShape for >=2.83)
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2015-11-30 02:06:29 +01:00 |
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scrawl
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8cf57ef6ac
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Move BulletShapeManager and BulletShape to resource/
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2015-11-17 00:20:15 +01:00 |
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