Erik Ogenvik
2eeab96efa
Separate BBox property from Density property.
2018-12-16 20:40:48 +01:00
Erik Ogenvik
164816f646
Adapt tests to changed structure.
2018-11-03 17:17:50 +01:00
Erik Ogenvik
e85f0831b2
Restructure rule classes.
...
Classes under "rulesets" have been moved to "rules", and split up into
futher subdirectories matching their library. As a result we can now
better separate the python bindings, so that things that belongs to the
simulation are separeted from things that belongs to the ai.
2018-10-31 21:38:35 +01:00
Erik Ogenvik
e0b45800ef
Fix broken tests.
2018-10-29 21:11:23 +01:00
Erik Ogenvik
c84f5fe926
Don't implicitly convert from Ref to ptr.
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Since it's too easy to introduce subtle bugs.
2018-08-05 20:47:09 +02:00
Erik Ogenvik
a12b1a00a3
Delete when refs go to zero.
...
This changes how entities are dereferenced to work more like you would
expect.
2018-08-05 14:36:21 +02:00
Erik Ogenvik
04fe84821e
Use proper singletons everywhere.
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I.e. ones where the lifespan is fully controlled.
The only exception is Options, since it's accessed during static
initialization.
2018-08-04 18:01:20 +02:00
Erik Ogenvik
3b19555fd7
Don't use hyphens in property names.
2018-07-30 13:35:51 +02:00
Erik Ogenvik
33dfbb3425
Added tests.
2018-07-24 21:18:50 +02:00
Erik Ogenvik
80d347993d
Rename EntityRef to WeakEntityRef.
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To mark that it's a weak ref.
2018-07-22 23:51:33 +02:00
Erik Ogenvik
008490331b
Made planted_on behaviour more sane.
2018-05-23 22:54:40 +02:00
Erik Ogenvik
56ac4c47be
Fixed issues with planted_on.
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The property "planted_on_desired" can be used to tell an entity that it
should try to plant itself on a specific entity before it performs the
general planting tests.
This can be used to for example force planted entities to share a space
(such as multiple rocks being clustered when planted on the ground).
2018-05-20 23:26:08 +02:00
Erik Ogenvik
664988645e
Make all properties define type and optional name.
2018-04-27 23:12:15 +02:00
Erik Ogenvik
cecee29236
Fixed issue with bbox scaling.
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We can't use setLocalScaling since it doesn't seem to work well with
some shapes (such as mesh). We should use uniform scaling anyway.
2018-04-27 23:12:15 +02:00
Erik Ogenvik
c23b322ead
Use "add" and "remove" for flags.
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Since it's more descriptive.
2018-04-25 20:15:28 +02:00
Erik Ogenvik
dec9e5a36e
Cleaned up memory leaks.
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Which prevented the physical domain integration tests from running on
build servers with constrained memory.
2018-04-19 10:19:35 +02:00
Erik Ogenvik
d119d2f617
Move planted entities along.
2018-03-25 21:53:12 +02:00
Erik Ogenvik
f09675cec6
Use "planted" for floating entities.
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Entities that are "planted" on bodies of water are floating.
This does away with the "floating" mode.
To mark that entities should by default be floating when placed in
water the boolean property "floats" has been added.
2018-03-24 17:06:02 +01:00
Erik Ogenvik
070b0a6c85
Check for where to plant entities.
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If an entity is in mode "planted" we should check for any existing
planted entities below it, to see if we should add it on top of them, or
on top of the terrain.
2018-03-23 23:07:09 +01:00
Erik Ogenvik
166a5aaba3
Initial work on planting entities.
2018-03-23 19:22:35 +01:00
Erik Ogenvik
72e7a5e0c2
Move resting entities along.
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I.e. when an entity is moved, and there are other entities resting on
top of it, move them along too.
2018-03-09 14:37:11 +01:00
Erik Ogenvik
63d36617ed
Fixed issues with terrain mods and moving entities.
2018-03-05 22:14:58 +01:00
Erik Ogenvik
d0585e9eb8
Enabled oceans and lakes.
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Through the "water_body" property. An entity which has this is a water
body. If there's a bbox the entity is a lake (bounded), otherwise it's
an ocean (infinite bounds).
2018-02-28 09:34:05 +01:00
Erik Ogenvik
7f1c956b77
Fixed tests with friction.
2018-02-15 12:39:34 +01:00
Erik Ogenvik
0bc9450cff
Standarize on double precision.
2018-02-12 09:46:30 +01:00
Erik Ogenvik
fe36774f5b
Use "type" instead of "shape" for geometry.
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Since we now support "asset".
2018-02-06 13:45:11 +01:00
Erik Ogenvik
99640d26aa
Use a left hand coord system.
2018-02-06 13:45:10 +01:00
Erik Ogenvik
0acdd29674
Properly take offset into account when placing.
...
Fixes an issue with unsynced bullet representations when an entity was
moved.
2018-01-11 17:07:05 +01:00
Erik Ogenvik
191d8ef7ea
Added test for bullet terrain sync with Mercator.
2017-09-01 13:19:27 +02:00
Erik Ogenvik
d788f1c7d4
Fixed tests.
2017-06-20 22:28:51 +02:00
Erik Ogenvik
737005b624
Added step-factor to control stepping.
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It's a float property which determines how high the entity can step,
relative to its height.
2017-03-24 17:19:10 +01:00
Erik Ogenvik
77d6607880
Relax test for 32 bit archs.
2017-03-20 00:13:12 +01:00
Erik Ogenvik
e905de7729
Disable checking for exact location for now.
...
Since this differs between versions of Bullet.
Either we lock down the Bullet version, or we live with it being a bit
different.
2017-03-19 22:55:30 +01:00
Erik Ogenvik
df77523d16
Properly handle mesh geometry.
2017-03-19 14:36:35 +01:00
Erik Ogenvik
561f5cd07a
Moved benchmarks into separate test.
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Benchmarks are run by "make benchmark".
2017-02-18 23:04:47 +01:00
Erik Ogenvik
cb5457756e
Added visibility performance test.
2017-02-15 21:48:43 +01:00
Erik Ogenvik
13c563fcc1
Added visibility test.
2017-02-14 21:41:01 +01:00
Erik Ogenvik
8f1373d18c
Apply z-offset correctly.
2017-02-14 17:57:40 +01:00
Erik Ogenvik
69f99f3302
Improve performance for static entities.
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We do this by deactivating automatic aabb updates for static entities.
And also by using the COLLISION_MASK_STATIC mask for static entities.
2017-01-29 23:07:51 +01:00
Erik Ogenvik
a0097a82e8
Added integration test for Physical Domain.
2017-01-29 17:13:01 +01:00