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