branchsbox/oog-map-loadingcancel

12 Commits over 0 Days - ∞cph!

1 Year Ago
Map has SceneMap and loads physics, Entities loaded from MapLoader Add SceneMapLoader, only loader we can have right now without an entity system Map uses physics world of loader, don't load physics if it's not provided
1 Year Ago
Don't bind voxel visibility, not much use in managed, just setup vis on world ref
1 Year Ago
Move IEnginePVSManager to public, grab it through render service for now Set scene world pvs from world ref voxel visibility SimpleRenderScene grabs pvs from scene world
1 Year Ago
Get voxel visibility from world reference
1 Year Ago
Add StepSimulation that returns awake list to managed
1 Year Ago
Don't bother binding aggregate data, sometimes its a resource handle but sometimes not and we can't bind both
1 Year Ago
Remove skeleton void ptr from aggregate, out of game wont have a skeleton instance. Get skeleton from entity id -> body component
1 Year Ago
Bind DestroyAggregateInstance
1 Year Ago
Move VPhysicsMotionType_t bind from game to engine
1 Year Ago
Create physics group from model
1 Year Ago
Physics group debug name
1 Year Ago
Bind phys aggregate resource handle Bind CreateAggregateInstance Test creating physics aggregate from world physics, in scene map for now