branchsbox/oog-map-loadingcancel

12 Commits over 0 Days - ∞cph!

8 Months 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
8 Months Ago
Don't bind voxel visibility, not much use in managed, just setup vis on world ref
8 Months 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
8 Months Ago
Get voxel visibility from world reference
8 Months Ago
Add StepSimulation that returns awake list to managed
8 Months Ago
Don't bother binding aggregate data, sometimes its a resource handle but sometimes not and we can't bind both
8 Months Ago
Remove skeleton void ptr from aggregate, out of game wont have a skeleton instance. Get skeleton from entity id -> body component
8 Months Ago
Bind DestroyAggregateInstance
8 Months Ago
Move VPhysicsMotionType_t bind from game to engine
8 Months Ago
Create physics group from model
8 Months Ago
Physics group debug name
8 Months Ago
Bind phys aggregate resource handle Bind CreateAggregateInstance Test creating physics aggregate from world physics, in scene map for now