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Use custom simulation time variants for Ogre #584

Merged
merged 6 commits into from
Apr 4, 2022

Commits on Apr 3, 2022

  1. Use custom simulation time variants for Ogre

    This fixes Particle FXs not respecting simulation time
    Fixes gazebosim#556
    
    Signed-off-by: Matias N. Goldberg <[email protected]>
    darksylinc committed Apr 3, 2022
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  2. Use Scene::Time for Ogre time

    Signed-off-by: Matias N. Goldberg <[email protected]>
    darksylinc committed Apr 3, 2022
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  3. Default to 60hz in Ogre2Scene

    Signed-off-by: Matias N. Goldberg <[email protected]>
    darksylinc committed Apr 3, 2022
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  4. Add hack to allow backwards compat behavior

    Update tests to advance simulation time
    Tests pass now
    
    Signed-off-by: Matias N. Goldberg <[email protected]>
    darksylinc committed Apr 3, 2022
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  5. Fix SetTime hack for other engines (i.e. not Ogre2)

    Signed-off-by: Matias N. Goldberg <[email protected]>
    darksylinc committed Apr 3, 2022
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  6. Fix linter false positive

    Signed-off-by: Matias N. Goldberg <[email protected]>
    darksylinc committed Apr 3, 2022
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