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<title>botw/src/KingSystem/Physics/System/physInstanceSet.h, branch master</title>
<subtitle>Decompilation of The Legend of Zelda: Breath of the Wild (Switch v1.5.0)</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/'/>
<entry>
<title>Match Actor::getCharacterController</title>
<updated>2026-07-29T01:08:32+00:00</updated>
<author>
<name>RobbyV2</name>
<email>robby@robby.blue</email>
</author>
<published>2026-07-29T01:08:32+00:00</published>
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<entry>
<title>ksys/phys: Rename RagdollController to RagdollInstance</title>
<updated>2022-12-20T18:23:54+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-12-20T18:22:02+00:00</published>
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<id>27ef71eff72e1ca889f786f226c9fbd93540e724</id>
<content type='text'>
RagdollController is a different thing!
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RagdollController is a different thing!
</pre>
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</content>
</entry>
<entry>
<title>Decompile some Action classes (#104)</title>
<updated>2022-10-18T06:27:57+00:00</updated>
<author>
<name>notyourav</name>
<email>65437533+notyourav@users.noreply.github.com</email>
</author>
<published>2022-10-18T06:27:57+00:00</published>
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<id>2f62d26424fbef67733b452073c606062e2368f6</id>
<content type='text'>
* various action classes

* rename instanceset fns

* rename isFork -&gt; isChangeable</content>
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* various action classes

* rename instanceset fns

* rename isFork -&gt; isChangeable</pre>
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</content>
</entry>
<entry>
<title>ksys/phys: Add more InstanceSet member variables</title>
<updated>2022-03-26T22:25:06+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-03-26T20:51:47+00:00</published>
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</entry>
<entry>
<title>ksys/phys: Merge duplicate definitions of RagdollController</title>
<updated>2022-03-26T17:44:58+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-03-26T17:44:42+00:00</published>
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</entry>
<entry>
<title>ksys/phys: Unify ContactPointInfo/CollisionInfo with InstanceSet</title>
<updated>2022-03-01T18:31:44+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-03-01T18:31:44+00:00</published>
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</entry>
<entry>
<title>ksys/phys: Add some ContactListener prerequisites</title>
<updated>2022-03-01T18:11:54+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-03-01T15:55:34+00:00</published>
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</entry>
<entry>
<title>ksys/phys: Add more InstanceSet members</title>
<updated>2022-01-29T23:55:12+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-01-29T23:31:18+00:00</published>
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</entry>
<entry>
<title>ksys/phys: Add RigidBodySet</title>
<updated>2022-01-29T23:17:02+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-01-29T18:47:52+00:00</published>
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</entry>
<entry>
<title>ksys/phys: Add RigidBody collision filter info functions</title>
<updated>2022-01-24T23:15:29+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-01-23T00:07:28+00:00</published>
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<id>b728917ef4753bcf7d54070947cc71785523130c</id>
<content type='text'>
Including a bunch of BitFields additions so we can get the desired
codegen without sacrificing readability or flexibility.
(The alternative would be building masks and masking manually.)

getCollisionFilterInfo was changed to return a u32 instead of
EntityCollisionFilterInfo because a collision filter info mask
can be either an EntityCollisionFilterInfo or a ReceiverMask.

(Also at some point we'll probably want to rename
EntityCollisionFilterInfo because that is also used for sensor
rigid bodies and not just for entities.)
</content>
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<pre>
Including a bunch of BitFields additions so we can get the desired
codegen without sacrificing readability or flexibility.
(The alternative would be building masks and masking manually.)

getCollisionFilterInfo was changed to return a u32 instead of
EntityCollisionFilterInfo because a collision filter info mask
can be either an EntityCollisionFilterInfo or a ReceiverMask.

(Also at some point we'll probably want to rename
EntityCollisionFilterInfo because that is also used for sensor
rigid bodies and not just for entities.)
</pre>
</div>
</content>
</entry>
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