Fixing issues #223 and #222, associated with the BodyPartEffect forces being applied and using a Queue of effects instead of an effect per zombie.
Now we have the first version of the Firing system working, we have to take into account that the bullet flag (masks) system is not as its said in the wiki, to be able to perform (detect) a collision between 2 objects (A and B) should happend: A->FilterGroup & b->FilterMask). Note that we need to set the objects to be able to collide against RAYCAST element if we want to be able to raycast them
Now inheriting everything from PhysicsGameObject to be able to perform actions when some bullet or anything (external force that can damage the object) is being applied to the objects
Adding basic class static_world_object.
We need to implement a loader for all the static world objects using an xml or something like that, probably for now we want to just use the same effects for all the world objects (for example, when a bullet hits the world object we will play the same sound, show the same particles, use the same sprite (billboard)...?
Some little changes
Merge branch 'cordobazombie0.1' into zombie_unit
Adding static_world_object test and checking the loading of a basic object. Seems to be working at least with the basic stuff
Adding StaticAssetBuilder main classes, not compiled yet, local commit for now.
Also moved the DataHolder data type into core/types, so we will be able to use it outside of physics.
ResourceHanlder::getResourcePathSomeGroup() method fixed.
Adding some changes and fixes, still not working, but compiling... We will merge against the last Ruleman fix
Merge branch 'cordobazombie0.1' into scene_asset_loader
Finally we have a working sample of a static scene and seems to be working fine. Not implemented yet materialType for static objects but we will do it now
Adding DataHolder more flexibility to handle and destroy elements in a different way, not just using delete
Adding materialType field to the Asset data type