virtualx-engine/scene
reduz 2580ca01e6 Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.

Have Fun!
2015-09-15 22:07:03 -03:00
..
2d Ability to keep collisionshapes and collisionpolygons when running the game. 2015-09-15 22:07:03 -03:00
3d Ability to keep collisionshapes and collisionpolygons when running the game. 2015-09-15 22:07:03 -03:00
animation HTML5 exporter Improvements 2015-09-10 00:10:54 -03:00
audio Rewrite of the AudioStream API 2015-09-09 18:50:52 -03:00
gui -removed resources dock, good bye old friend 2015-09-01 00:49:47 -03:00
io **WARNING BEFORE PULLING** 2015-08-23 20:15:56 -03:00
main live debug fixes 2015-08-02 20:28:10 -03:00
resources Rewrite of the AudioStream API 2015-09-09 18:50:52 -03:00
register_scene_types.cpp Ability to keep collisionshapes and collisionpolygons when running the game. 2015-09-15 22:07:03 -03:00
register_scene_types.h Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
scene_string_names.cpp Several performance improvements, mainly in loading and instancing scenes and resources. 2015-06-29 00:29:49 -03:00
scene_string_names.h Several performance improvements, mainly in loading and instancing scenes and resources. 2015-06-29 00:29:49 -03:00
SCsub Build System Changes 2014-10-07 01:31:49 -03:00