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<title>botw/src/KingSystem/Utils/BitField.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>ksys/phys: Implement more RagdollController functions</title>
<updated>2022-12-18T23:07:21+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-12-18T17:35:29+00:00</published>
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<entry>
<title>ksys/phys: Add more EntityGroupFilter functions</title>
<updated>2022-02-28T16:29:49+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-02-14T23:06:09+00:00</published>
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<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.)
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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>
<entry>
<title>ksys/phys: Add more RigidBody functions (motion, collision mask)</title>
<updated>2022-01-22T19:09:57+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-01-21T16:07:42+00:00</published>
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</entry>
<entry>
<title>ksys/phys: Add MaterialMask</title>
<updated>2022-01-03T22:53:40+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2021-12-29T23:39:17+00:00</published>
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<entry>
<title>ksys/phys: Implement the easier parts of EntityGroupFilter</title>
<updated>2021-12-26T12:06:50+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2021-12-24T23:56:06+00:00</published>
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