Physics Bugs #9
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walk into wall without moving mouse, walk target is not refreshed at end of wallFIXED in55ff199269
Bug 2 identified as physics mesh faces consisting of vertices which don't lie precisely on the face. To fix: generate mesh vertices with half precision and limit the number of vertices per face to 3.
WIP branches are
max-area-triangulation
andphysics-bug2
TODO: split concavities into multiple submeshes
Bug 9 is suspected by the Quaternion to be a brush mesh which is misinterpreted by the physics mesh conversion because of identical Face hashes.
I've been looking into the early collision end bug (not sure which one this counts under - it's where you fall off a platform too early when walking depending on how you landed on it) - so far the only substantial difference between landing on a part going towards or away from an edge is a SubmeshVertId chosen throughout the collision. If it should be different and why it causes weird collision end, no idea yet
This is bug 1, the physics is failing to transfer the point of contact across the edge boundary to another flush minkowski face.
Bug 1 has a fix in the
minkowksi-transfer
branch but it accentuates the effects of deeper bugs with the minkowski MeshQuery implementation. I desperately need a face crawler state visualizer to shake out the MeshQuery bugs.