Improving the steering behavior a little bit
adding first version of ragdoll working (at least that it seems)... only in the test folder, not real code done
Adding some improvements and fixing some other stuff. We still need to improve the head movement
Working fine after removing and adding it again the same skeleton for the same ragdoll.
Also working fine when we animate the mesh -> apply phisics -> animate it again... In the TestingBullet.cpp when clicking and press space we can check this behavior.
We will clean the ugly stuff in the RagDoll class now
Fixing issue #120
Adding physics folder with some basic classes
Removing old RagDoll.* classes in the test folder
Ragdoll now can identify which part is colliding with a raycast, see issue #123
Moving the head a little bit up.
Testing shooting agains the zombie, detecing the impact zone and applying a force there.
Adding some other fixies, we will let the physics stuff for a while, until we know exactly what we need.
We have to work on the importer, that basically will load all the .mesh files into btRigidBodies. We have to read a little bit more about which is the best approach to follow
Adding sceneManager in the global data class
SoundSystem play tests: still trying to create floor.
Merge branch 'multimedia' into cordobazombie0.1