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Just to quote what was going on: Scrawl, I am not sure we can use btScaledBvhTriangleMeshShape. I didn't test long enough to notice a problem until now. When viewing shapes in tcg, it looks identical to using the previous way. When we turn on collision (tcl) though there are bad problems - including...
- 17 Jun 2013, 00:40
- Forum: Feature Requests and Suggestions
- Topic: First-person camera independent of body
- Replies: 20
- Views: 8260
in DayZ you can turn your head in various directions by using the numpad keys, independent of your running direction. in addition to that, you can hold a key (i think it was alt) to freely move your head with your mouse. iirc Shenmue allowed you to move your character with the dpad and use the anal...
- 24 May 2013, 23:06
- Forum: Organisation and Planning
- Topic: Testing before 1.0.0
- Replies: 43
- Views: 11669
imho 1.0 should be as good as the original engine. It should look polished, perform well, and appear to most people as bug free. With this in mind, it may take a few more releases after the feature complete release to get to 1.0. I think it would be worth it though. EDIT: Personally, I don't know if...
Not sure what is wrong then. The algorithm looks very different than what I originally committed. Might want to add a remove in showWeapons() before the addOrReplace() removePartGroup(slotlist .mSlot); could be placed in the forceupdate loop (you would have to get rid of the break statement though)....