Code

History

Commits on 19ec080e2b2ecbb9e6ed4a2a786d943e94de15e2 to libraries/physics/src/PhysicalEntitySimulation.cpp35+
  1. make action-factory interface and subclass it in Interface. this allows an action to use avatar data. the login the AvatarActionHold is still bogus.Seth Alves committed 11 years ago3dcc6c9
  2. grab.js rotation sort-of works nowSeth Alves committed 11 years agoccb2f17
  3. start on spring actionSeth Alves committed 11 years ago1e858d8
  4. merge from upstreamSeth Alves committed 11 years agob425cc6
  5. updateAction and deleteActionSeth Alves committed 11 years agoba42b0d
  6. cleanup commentsAndrew Meadows committed 11 years agocd6bf9d
  7. use shared pointers to keep track of action objectsSeth Alves committed 11 years ago66ab3d4
  8. pull argument extracting code into EntityActionInterfaceSeth Alves committed 11 years ago8f19bad
  9. script interface for creating an action now takes an action-type name rather than having a different call for each actionSeth Alves committed 11 years ago1402666
  10. simple action is working. destructor sequense is still suspicousSeth Alves committed 11 years agod634663
  11. hook up entity-scripting-interface to actionsSeth Alves committed 11 years agoc8ab22c
  12. clear out action change lists after applying themSeth Alves committed 11 years ago1d0d002
  13. main actions interface is in EntityItem. changes in actions are queued up and applied before simulation stepSeth Alves committed 11 years agoa31a5a1
  14. first pass at entity interface to actionsSeth Alves committed 11 years agod654994
  15. Merge pull request #4954 from ZappoMan/entitysmartpointersAndrew Meadows committed 11 years ago16e5710
  16. EnitityItem smart pointersZappoMan committed 11 years ago8b78fc4
  17. merge upstream/master into andrew/bispinorAndrew Meadows committed 11 years ago461d08c
  18. put avatar body in right spot, and give it massAndrew Meadows committed 11 years ago0431e8d
  19. moved ShapeInfoUtil to be ShapeFactoryAndrew Meadows committed 11 years agof6721aa
  20. some list management of AvatarMotionStatesAndrew Meadows committed 11 years ago67f5d07
  21. interface decides on entityIDs rather than bouncing a temporary id through the entity serverSeth Alves committed 11 years agof9d46b0
  22. stubbery for collidable avatarsAndrew Meadows committed 11 years agof86c419
  23. renaming and cleanupAndrew Meadows committed 11 years agofb34a5b
  24. merge upstream/master into andrew/novaAndrew Meadows committed 11 years ago7e9e223
  25. bid for simulation ownershipAndrew Meadows committed 11 years ago4872a56
  26. silence verbose no-very-helpful log messageAndrew Meadows committed 11 years ago603afef
  27. always remove from _pendingAdds just in caseAndrew Meadows committed 11 years agoe7e4d80
  28. fix non-physical kinematic motionAndrew Meadows committed 11 years agof061850
  29. fix crash bugAndrew Meadows committed 11 years agofe5cfdf
  30. harvest outgoing changes for non-NULL entitiesAndrew Meadows committed 11 years ago7b1886a
  31. clear incoming flags after adding an entity to simulation. If an entity has a shape-type of none, don't keep asking it for a shapeSeth Alves committed 11 years ago129a3a8
  32. cleanup PhysicalEntitySimulation::_outgoingChangesAndrew Meadows committed 11 years ago50f7360
  33. fix infinite loop in whileAndrew Meadows committed 11 years ago813d702
  34. remove debug stuffAndrew Meadows committed 11 years ago6be3cc6
  35. allow for EntitityMotionState::_entity to be NULLAndrew Meadows committed 11 years agoe38bfaa