Code

History

  1. don't honor gravity in simple extrapolation on entities equipped by othersSeth Alves committed 9 years ago6b44f62
  2. Optimizations and style fixes from code reviewThijs Wenker committed 9 years ago174a7ad
  3. only create collision events for owned entitiesAndrew Meadows committed 9 years ago2541bfb
  4. cleanup naked qDebug() callsBrad Hefta-Gaub committed 9 years agodbbed46
  5. don't cripple interface with log-spamSeth Alves committed 10 years agod4faf69
  6. const shapes, and use *MotionState::setShape()Andrew Meadows committed 10 years agodaff897
  7. stubbery for alerting entity that shape changedAndrew Meadows committed 10 years agob2dfa49
  8. Merge pull request #8070 from AndrewMeadows/triangle-soup-4Brad Hefta-Gaub committed 10 years agoda74114
  9. protect physics against bad entity propertiesAndrew Meadows committed 10 years ago4c9ec7c
  10. force activate kinmatic objects when necessaryAndrew Meadows committed 10 years ago31706a3
  11. try to make code that converts bullet-calculated values to parent-frame values more effecientSeth Alves committed 10 years agoeba518c
  12. rework code that transforms global _server* values into parent-frame valuesSeth Alves committed 10 years ago52245f2
  13. remove some debug printsSeth Alves committed 10 years ago41c3998
  14. EntityMotionState now uses parent-relative position and rotation and velocity when deciding if it needs to send an edit packet to the entity-serverSeth Alves committed 10 years agoe1ae2a1
  15. have code where physics guesses at server values also avoid doing simple simulation of children of avatarsSeth Alves committed 10 years ago5650ef9
  16. where needed, copy clientOnly into properties before calling queueEditEntityMessageSeth Alves committed 10 years agoac506dc
  17. don't make changes to other avatar's avatarEntitiesSeth Alves committed 10 years ago144715f
  18. avatar mixer can relay "client-only" entities between interfaces -- the entity server wont know about them.Seth Alves committed 10 years ago0e6d9a1
  19. remove warning about unused variableAndrew Meadows committed 10 years ago3202a72
  20. fix grab motion glitch on long-ping connectionsAndrew Meadows committed 10 years agobe9a572
  21. remove some debug cruftAndrew Meadows committed 10 years ago2bd8376
  22. fix acceleration of for server-side kinematicsAndrew Meadows committed 10 years ago872622c
  23. reduce number of updates for fast-moving objectsAndrew Meadows committed 10 years agoa3c66d8
  24. don't stop slow kinematic objs when sending updatesAndrew Meadows committed 10 years agoa79f49a
  25. remove second-order term from kinematic motionAndrew Meadows committed 10 years agoad045bc
  26. optimize kinematic motion mathAndrew Meadows committed 10 years ago3639ffe
  27. update Aabb's of static objects when they moveAndrew Meadows committed 10 years agobb59860
  28. cleanup cached Physics::sessionUUIDAndrew Meadows committed 10 years agodcf2893
  29. avoid loop where bullet moves an entity and then an entity tells bullet that it has moved.Seth Alves committed 10 years ago43f735d
  30. put back accidently deleted line. cleanupsSeth Alves committed 10 years agoaf05b97
  31. merge from upstreamSeth Alves committed 10 years agod814d7b
  32. Revert "faster kinematic motion for entities"Seth Alves committed 10 years ago69bb0eb
  33. update collision shapes of entities which are children of avatarsSeth Alves committed 10 years agob8587e0
  34. CollisionWorld only updates _active_ AabbsAndrew Meadows committed 10 years ago25fbf92
  35. adding Bullet profiler instances for better statsAndrew Meadows committed 10 years ago3f52d23