1. 16 Oct, 2015 3 commits
  2. 07 Oct, 2015 1 commit
  3. 02 Oct, 2015 1 commit
  4. 28 Sep, 2015 2 commits
  5. 25 Sep, 2015 3 commits
  6. 21 Sep, 2015 1 commit
  7. 20 Sep, 2015 1 commit
  8. 19 Sep, 2015 2 commits
  9. 17 Sep, 2015 1 commit
  10. 14 Sep, 2015 1 commit
  11. 30 Aug, 2015 1 commit
  12. 29 Aug, 2015 1 commit
  13. 27 Aug, 2015 1 commit
  14. 14 Aug, 2015 1 commit
  15. 11 Aug, 2015 2 commits
  16. 08 Aug, 2015 1 commit
  17. 31 Jul, 2015 1 commit
  18. 29 Jul, 2015 1 commit
  19. 13 Jul, 2015 2 commits
  20. 05 Jun, 2015 1 commit
  21. 04 Jun, 2015 1 commit
  22. 28 May, 2015 1 commit
  23. 11 May, 2015 1 commit
  24. 06 May, 2015 1 commit
  25. 05 May, 2015 2 commits
  26. 29 Apr, 2015 1 commit
  27. 27 Apr, 2015 1 commit
    • cutealien's avatar
      CAnimatedMeshSceneNode::setMesh does now set the animation speed again to that of the mesh. · e138121a
      cutealien authored
      .x meshloader regards now AnimTicksPerSecond (thx @qian for a test-model and bugreport).
      CAnimatedMeshSceneNode::setMesh had commented-out the setAnimationSpeed line in version r3526 which was about a joint-cache fix for skinned meshes. But there was no comment about why that line had to be removed or commented out, so my guess is that this was only a test (I hope). And it caused animation-speed values for the meshes to be ignored unless user specified it explicitly while animation range was still changed in setMesh.
      
      git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5097 dfc29bdd-3216-0410-991c-e03cc46cb475
      e138121a
  28. 25 Apr, 2015 1 commit
  29. 24 Apr, 2015 1 commit
  30. 20 Apr, 2015 1 commit
    • cutealien's avatar
      Cameras return again an empty boundingbox (at 0,0,0) instead of returning the... · c6eec21c
      cutealien authored
      Cameras return again an empty boundingbox (at 0,0,0) instead of returning the frustum boundingbox. Thx @robmar for reporting this.
      You can still access the frustum boundingbox through the frustum itself.
      Also CSceneCollisionManager collision functions ignore now empty collision boxes.
      This means cameras no longer show up in the node-collision of the SceneCollisionManager.
      Tests have been adapted correspondingly.
      Note that this behavior was once before changed in Irrlicht (rev. 345). But it was one of many changes and there was no documentation or log-message about why anyone would like
      the cameras to show up in node-collisions based on their frustum boundingbox. Without any hints about the why I decided to change it back as it's just confusing.
      
      
      
      git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5094 dfc29bdd-3216-0410-991c-e03cc46cb475
      c6eec21c
  31. 17 Apr, 2015 1 commit