add Gravity gun to some demo scenes #19
Annotations
10 warnings
Build Stride.BepuPhysics:
Stride.BepuPhysics/BepuShapeCacheSystem.cs#L137
#warning: 'that's slow, we could consider build a dictionary<float LenRadRatio, BodyShapeData>.'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/Configurations/BepuSimulation.cs#L203
#warning: 'Consider wrapping stride's threadpool/dispatcher into an IThreadDispatcher and passing that over to bepu instead of using their dispatcher'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/Definitions/MaterialProperties.cs#L23
#warning: 'PersonalGravity not implemented;'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/Components/Containers/Interfaces/IContainerWithColliders.cs#L7
#warning: 'I wonder if there's a way to enfore at least one collider with Manio's required attribute'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/Extensions/BepuAndStrideExtensions.cs#L14
#warning: 'could move this function into simulation instead'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/Definitions/Colliders/ConvexHullCollider.cs#L31
#warning: 'maybe don't rely on cache actually, instead cache the convexhull struct itself ? See if that can be reused'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/Processors/ConstraintData.cs#L52
#warning: 'maybe send a warning, like the missing camera notification in the engine, instead of exception at runtime'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/Processors/ContainerData.cs#L20
#warning: 'we should be able to get rid of that second condition in the summary by moving their container to a waiting queue and setting their ContainerData to null'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/Processors/ContainerProcessor.cs#L47
#warning: 'should be changed to dispatcher's ForBatch from master when it releases'
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Build Stride.BepuPhysics:
Stride.BepuPhysics/BepuShapeCacheSystem.cs#L411
#warning: 'consider splitting buffer and bepu cache into individual caches instead of grouped like here, otherwise buffers will be kept in memory when hit once by the navmesh and held through mesh physics'
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