..
actor.cpp
Introduce World::moveObjectBy() function to translate an object relatively to
2020-12-18 08:40:38 +01:00
actor.hpp
Introduce World::moveObjectBy() function to translate an object relatively to
2020-12-18 08:40:38 +01:00
closestnotmeconvexresultcallback.cpp
Don't allow projectiles to stand still when they hit an ally.
2020-12-14 22:23:01 +01:00
closestnotmeconvexresultcallback.hpp
Mark overrided methods by override keyword
2020-10-16 22:18:54 +04:00
closestnotmerayresultcallback.cpp
When doing a ray cast to the next projectile position, ignore collisions
2020-12-15 21:34:58 +01:00
closestnotmerayresultcallback.hpp
Projectile to projectile collision
2020-12-08 09:06:34 +01:00
collisiontype.hpp
Use a separate collision type for doors ( Fixes #1962 )
2015-12-18 18:32:42 +01:00
constants.hpp
Separate Stepper
2020-03-31 00:38:34 +03:00
contacttestresultcallback.cpp
Do not block a door when it turns away.
2020-11-01 23:01:18 +01:00
contacttestresultcallback.hpp
Do not block a door when it turns away.
2020-11-01 23:01:18 +01:00
deepestnotmecontacttestresultcallback.cpp
Visualize hand to hand hits
2020-10-26 13:48:15 +01:00
deepestnotmecontacttestresultcallback.hpp
Visualize hand to hand hits
2020-10-26 13:48:15 +01:00
hasspherecollisioncallback.hpp
components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues
2020-10-22 23:57:53 +02:00
heightfield.cpp
Support bullet with double precision
2020-05-13 19:24:28 +02:00
heightfield.hpp
Support bullet with double precision
2020-05-13 19:24:28 +02:00
movementsolver.cpp
We need to update the collision world after each step.
2020-10-15 06:41:22 +02:00
movementsolver.hpp
We need to update the collision world after each step.
2020-10-15 06:41:22 +02:00
mtphysics.cpp
Introduce World::moveObjectBy() function to translate an object relatively to
2020-12-18 08:40:38 +01:00
mtphysics.hpp
Don't let the actor "nowhere" after a teleport but move them in their
2020-12-05 01:09:43 +01:00
object.cpp
Generate physics collisions for projectiles (bug #3372 )
2020-12-08 09:05:38 +01:00
object.hpp
Process movement queue in one or several background threads
2020-10-15 06:41:35 +02:00
physicssystem.cpp
Don't allow projectiles to stand still when they hit an ally.
2020-12-14 22:23:01 +01:00
physicssystem.hpp
Ignore caster collision shape. Sometimes the magic bolt get launched
2020-12-08 09:06:34 +01:00
projectile.cpp
Don't allow projectiles to stand still when they hit an ally.
2020-12-14 22:23:01 +01:00
projectile.hpp
Don't allow projectiles to stand still when they hit an ally.
2020-12-14 22:23:01 +01:00
ptrholder.hpp
Move physics object, heightfield, ptrholder into separate files
2018-10-13 22:16:24 +03:00
raycasting.hpp
Modify projectile collision to work with async physics
2020-12-08 09:06:33 +01:00
stepper.cpp
Separate Stepper
2020-03-31 00:38:34 +03:00
stepper.hpp
Separate Stepper
2020-03-31 00:38:34 +03:00
trace.cpp
Generate physics collisions for projectiles (bug #3372 )
2020-12-08 09:05:38 +01:00
trace.h
Use tracer hit height to skip stepping up in movement solver.
2016-12-24 23:07:44 +01:00