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openmw-tes3mp/apps/openmw
Chris Robinson 1a9672e31b Don't update player physics more than 60 times a second
Bullet and/or our collision handling code doesn't like timesteps much
smaller than that. Ideally we should do physics in 60fps (or even 30fps)
steps and use prediction and interpolation to get more, but that's not
straight forward and needs a fixed timestep loop to lock physics and
logic together.
2013-08-20 11:31:49 -07:00
..
mwbase Merge remote-tracking branch 'zini/master' into physics 2013-08-20 02:21:44 -07:00
mwclass Add NPC landing sounds for soundgen keys 2013-08-19 08:58:50 -07:00
mwdialogue Dialog function 72 is not player-specific 2013-08-08 06:02:16 -07:00
mwgui Fix werewolf state not getting completely reset when starting a new game 2013-08-20 11:24:19 +02:00
mwinput Handle the pick/probe in the character controller 2013-08-06 19:48:59 -07:00
mwmechanics Fix a potential divide-by-zero 2013-08-19 09:36:51 -07:00
mwrender Merge remote-tracking branch 'zini/master' into physics 2013-08-20 04:42:28 -07:00
mwscript GetEffect can accept an effect ID string as well 2013-08-13 19:18:21 -07:00
mwsound Added underwater and drowning sounds. 2013-08-08 20:57:15 +02:00
mwworld Don't update player physics more than 60 times a second 2013-08-20 11:31:49 -07:00
CMakeLists.txt Don't link to OgreTerrain 2013-08-19 22:22:14 +02:00
config.hpp.cmake another minor correction (fixing the previous one) 2011-07-08 16:16:06 +02:00
doc.hpp first set of additional doxygen comments 2010-09-25 15:03:53 +02:00
engine.cpp Enabled terrain self shadows, implemented getHeightAt, some optimizations 2013-08-19 20:39:37 +02:00
engine.hpp Removed the no longer needed --debug switch 2013-06-16 20:39:40 +02:00
main.cpp Some changes suggested by cppcheck 2013-07-31 18:46:32 +02:00