PhysX work
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11
module.jai
11
module.jai
@@ -157,16 +157,18 @@ coven_run :: (game_update_proc: (float), game_editor_update_proc: (float), game_
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if engine.current_scene != null && !engine.paused {
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update_animators(clamped_dt);
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update_mesh_colliders(engine.current_scene);
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update_physics(engine.current_scene, clamped_dt);
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tick_physx(engine.current_scene.physx_scene, clamped_dt);
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pre_physx_sync(engine.current_scene);
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tick_physx(*engine.current_scene.physx_scene, clamped_dt);
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post_physx_sync(engine.current_scene);
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game_update_post_physics_proc(clamped_dt);
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}
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} else {
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game_editor_update_proc(clamped_dt);
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if engine.current_scene != null {
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update_trigger_mesh_colliders(engine.current_scene);
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//update_trigger_mesh_colliders(engine.current_scene);
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}
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}
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@@ -220,7 +222,6 @@ switch_engine_mode :: (to_mode: Engine_Mode) {
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#load "renderer/engine_buffers.jai";
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#load "renderer/renderer.jai";
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#load "windowing/window.jai";
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#load "physics/physics.jai";
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#load "core/mesh_entity.jai";
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#load "core/string_helpers.jai";
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