| Age | Commit message (Collapse) | Author |
|
|
|
Add another overload which automatically determines whether the rigid
body world should also be locked.
|
|
|
|
Allows us to get rid of a bunch of local variables that only existed
to force the entire vector to be loaded.
|
|
The pattern we want to use is:
```
if (isEntity())
do entity stuff (e.g. get entity motion accessor)
```
or
```
if (!isEntity())
return;
do entity stuff
```
That's clearer than
```
if (isSensor())
return;
do entity stuff
```
because the fact that !isSensor() is equivalent to isEntity() is not
always immediately clear.
|
|
|