История коммитов

Автор SHA1 Сообщение Дата
  Lasse Öörni 89f6b31a47 Enhance the ConvexCast function to take a start pos,rot & end pos,rot instead of just a ray, so that the swept shape can be rotated. Ignore collision to self during convex cast, if the supplied shape belongs to a RigidBody. 11 лет назад
  Lasse Öörni a717793e3e Added ConvexCast function to PhysicsWorld, which performs a sweep test with user-specified collision shape. Closes #420. 11 лет назад
  Lasse Öörni 0a4f813389 Verify the number of contact points in manifold in case collision event processing changes the physics world. Closes #358. 11 лет назад
  Yao Wei Tjong 姚伟忠 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 лет назад
  Alex Parlett d274e71dd7 Fixed Ninja Snow Wars Objects xml to use Is Trigger. 11 лет назад
  Alex Parlett a22a24c0e4 Rename RigidBody::Phantom to RigidBody::Trigger to align it with common terminology for physics. 11 лет назад
  Lasse Öörni b1def74270 Fix PhysicsWorld::GetRigidBodies() not taking collision layer mask into account. Closes #248. 12 лет назад
  Lasse Öörni 47836474e2 Variant pointer refactoring. Variant can now hold a weak pointer to a RefCounted object, which is safer, and is returned using GetPtr(). Engine events have been converted to use that mechanism. GetPtr() is also directly available in AngelScript, as well as assigning a RefCounted or derived class handle to a Variant. 12 лет назад
  Lasse Öörni 6d5ddc23e0 Bump the copyright for 2014. 12 лет назад
  Lasse Öörni 76292ef63e Centralize allocation of event data variant maps to Context to avoid constant dynamic memory allocation. 12 лет назад
  Lasse Öörni 668772bb50 Added PhysicsWorld::RemoveCachedGeometry() function to manually invalidate cached collision geometry of a changed model. Added watching for CollisionShape model live reload. Removed internal but public functions from the Lua physics API. 12 лет назад
  Lasse Öörni aa0f72cf65 Added world position & normal to RayQueryResult. 12 лет назад
  Wei Tjong Yao 02512cecf9 In order to move the out-of-source 'build' directory back to Urho3D project root directory, all the source codes sub-directories are now moved down one level to a new directory under project root called 'Source'. 12 лет назад