Marc Zinnschlag
107bf818e7
Revert "Use btScaledBvhTriangleMeshShape, bump required bullet version to 2.83"
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This reverts commit 27751db99a
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Conflicts:
libs/openengine/bullet/physic.cpp
10 years ago
scrawl
27751db99a
Use btScaledBvhTriangleMeshShape, bump required bullet version to 2.83
10 years ago
scrawl
7bc0d41bb0
Marker collision fix ( Fixes #2461 )
10 years ago
scrawl
0ad514b29b
Fix collision for nodes with MRK extra data ( Fixes #2415 )
10 years ago
scrawl
d387c207d1
Fix initial scaling for btCompoundShape children ( Fixes #2234 )
10 years ago
scrawl
f11ec653d0
Add setting for showing MRK nodes to NIF loaders
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This makes marker objects show up in OpenCS.
10 years ago
scrawl
883f7ec7ce
Move workaround for hiding markers from NIF loader to Scene
10 years ago
scrawl
41b3a9dba9
Rewrite animated collision shape support ( Fixes #2123 )
10 years ago
scrawl
04d6cead3b
Autogenerated collision should only be disabled if RootCollisionNode is a child of the root node ( Fixes #2133 )
10 years ago
scrawl
5fa7536427
Fix incorrect box shape translation reset
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Fixes incorrect placement of collision box for "azura spirit_trib"
10 years ago
Rohit Nirmal
b5eb16b663
Silence some scan-build warnings.
10 years ago
scrawl
2b407a9995
Refactor NIF cache
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- Remove broken cache locking mechanism
This was supposed to unload NIFFiles after a cell transition completes, but it was never working due to a mistake on the line if (--sLockLevel), should have been if (--sLockLevel == 0). Repairing this would increase load times (NIF files would have to be reloaded more frequently), so just removed it for now.
- Decouple cache from NIFFile (now a new nifcache component)
- Add API for future background loading
- Provide a reliable way (SharedPtr) to hold on to loaded NIFFiles. This will be useful to avoid deep copies of keyframe and text key data, which is currently a performance bottleneck.
11 years ago
scrawl
1ab02d8072
Fix exception for box shapes ( Fixes #1580 )
11 years ago
scrawl
2bcbc6ab7d
Potential crash fix, either way should have a better error message now
11 years ago
scrawl
0b34d8d2fd
Add support for animated collision shapes ( Fixes #1549 )
11 years ago
scrawl
0bed6d9d56
Physics: Recognize BBoxCollision flag, but don't use it for raycasting ( Fixes #1349 )
11 years ago
scrawl
e002acdeae
Physics: Create actor shapes outside of BulletNifLoader
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This will allow to create a specialised shape instead, such as a capsule, which tends to work better for character controllers.
11 years ago
scrawl
0a8c61a7fe
Bug #1107 : Reverted previous fix, which caused problems with some actors not using a box shape as expected. Instead, do not create a bounding box collision shape for hidden nodes.
11 years ago
scrawl
79a6ffd216
Closes #1107 : Do not create box shapes unless the box collision flag is enabled
11 years ago
scrawl
7dc30a01cd
Some changes suggested by cppcheck
12 years ago
Chris Robinson
4cedf0fbab
Avoid colliding with AvoidNodes
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These are placed under the RootCollisionNode hierarchy, but the shapes they
hold aren't collided with. Their exact function is unknown, but seems to be
related to lava? Maybe damage avoidance info for the AI.
12 years ago
Chris Robinson
36170c5374
Use flag enums instead of hard-coded hex values
12 years ago
Chris Robinson
ebcb4c66c3
Properly read and use the NIF root record list
12 years ago
scrawl
e30af28860
Markers should still have collision if they have a NiRootCollisionNode
12 years ago
scrawl
84afd87321
Placeable objects should not collide unless they have a NiRootCollisionNode
12 years ago
scrawl
14964e9fcd
Only build a box shape for collision nodes; use StringUtils
12 years ago
scrawl
d7c4a622cf
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
12 years ago
Nathan Jeffords
109dff2d29
renamed high level NIF files...
12 years ago