2 Years Ago
Strip out GetMaxDeviceAccessThreads() limitation in render stuff - because imo this isn't the place to enforce it NetRuntime survives init fail (utilities, unit tests) CEntityInstance etc to engine Restore PhysicsGroup, Add PhysicsBody.GetEntity Remove unused Define PhysicsSpring as a struct, setters/getters on base joint PhysicsWeldJoint Fix NRE in PhysicsBody.PhysicsGroup PhysicsSpringProperty Fix missing AddWeldJoint in PhysicsWorld