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openmw-tes3mp/apps/openmw/mwphysics
fredzio 7bae6691b6 Introduce World::moveObjectBy() function to translate an object relatively to
its current position.
Use it in relevant MWScripts opcode (move and moveworld).
Remove the fragile detection of scripted translation from PhysicsTaskScheduler.

No user visible change, just a more robust mechanism.
2020-12-18 08:40:38 +01:00
..
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