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Sticky collisions with player vs. props, bullets put too small of a force on props. #13
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For prop_static collisions, you testing it against your player collision model or against other props? Doubt it is related to you using it in CS:S, but I haven't specifically tested it in CS:S. |
Shame about the bullet -> prop interaction though. |
Player collisions are just not working properly as of now. It isn't a bullet issue, it's an issue with vphysics itself. The problem is originating in Physics_Collision.cpp CPhysicsCollision::TraceBox, bullet keeps returning a hit fraction of 0 if you're walking on the object, and source interprets that as you being stuck inside of the object. Valve got around it by just setting the hit fraction to like 0.0000001. |
Renamed PhysicsShapeInfo to physshapeinfo_t Shadow controllers now keep track of delta ticks since last update
Prop_static and static brush collisions are mostly fixed (shouldn't stick in most cases) |
I think there's a lot less sticky collisions on players vs props now due to me fixing 0-length box traces. |
I'm not sure if it's because I'm using Linux or not (the makefile has a common not-relative linker error, a bunch of posix defines are missing), however I'm having significant difficulty using this. From my brief testing, prop_static's have a coarse collision (near sticky). prop_physics_multiplayer doesn't seem to be impacted by gun fire (nor +use).
It may also be that I'm using this in CS:S (which isn't supported?), any insight would be appreciated.
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