Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] Objects are asleep when they're at rest and it isn't calculating the physics. If the objects are all moving it'd be pretty weird that they're all asleep. When they're moving around can you make it wireframe their physics object - is that moving

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread bloodykenny
OBB is just the bounding box around the model USE_OBB_COLLISION_BOUNDS is probably there for other support that was never implemented/never needed to be So you think it's bad if every entity in the world is set to USE_OBB_COLLISION_BOUNDS? Valve, is this bad? Garry, are you talking about a

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] USE_OBB_COLLISION_BOUNDS just says to search within the bounding box constructed around a physical model to detect other objects. It's not the matter you should be worried about. -- ___ To