Code

History

  1. always remove from _pendingAdds just in caseAndrew Meadows committed 11 years agoe7e4d80
  2. fix non-physical kinematic motionAndrew Meadows committed 11 years agof061850
  3. fix crash bugAndrew Meadows committed 11 years agofe5cfdf
  4. harvest outgoing changes for non-NULL entitiesAndrew Meadows committed 11 years ago7b1886a
  5. 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
  6. cleanup PhysicalEntitySimulation::_outgoingChangesAndrew Meadows committed 11 years ago50f7360
  7. fix infinite loop in whileAndrew Meadows committed 11 years ago813d702
  8. remove debug stuffAndrew Meadows committed 11 years ago6be3cc6
  9. allow for EntitityMotionState::_entity to be NULLAndrew Meadows committed 11 years agoe38bfaa
  10. fix crash bugs (don't reference NULL pointers)Andrew Meadows committed 11 years ago066e36c
  11. entity-entity collision events emit signals againAndrew Meadows committed 11 years ago96acf96
  12. remake foundation for CollisionEventsAndrew Meadows committed 11 years agofef8473
  13. non-phys kinematic objs move to EntitySimulationAndrew Meadows committed 11 years ago3c9474b
  14. make things compileAndrew Meadows committed 11 years agob023fe5
  15. cleanup how MotionStates are deleted from physicsAndrew Meadows committed 11 years ago4cb469d
  16. make some things compile after reorganizationAndrew Meadows committed 11 years agoc390193
  17. move stuff into ObjectMotionStateAndrew Meadows committed 11 years ago31ab16a
  18. new PhysicsEngine API is mostly in placeAndrew Meadows committed 11 years agoab38572
  19. PhysicalEntitySimulation sends outgoing packetsAndrew Meadows committed 11 years agoc0a5753
  20. more PhysicalEntitySimulation implementationAndrew Meadows committed 11 years ago14b6ee6
  21. initial implementation of PhysicalEntitySimulationAndrew Meadows committed 11 years ago3048503