Commit Graph

10 Commits (master)

Author SHA1 Message Date
fredzio 4fa0972b2d Tone down actor's skip simulation flag to an optional skip collision
detection flag.
4 years ago
fredzio ccd3cbc69a Use saved actor position instead of reading again RefData in unstuck. It
is a race condition to do so.
4 years ago
wareya 40265bf118 make unstucking slightly smarter (can turn itself off, also acts like flat ground) 4 years ago
fredzio b78820de55 Ignore projectiles inside of MovementSolver::unstuck. It is normal for actors to be inside of a
projectile collision shape.
A side effect of moving actors outside of projectile collision shape is that if both the actor and the projectile are
near a wall, the actor could get moved outside of the world.
4 years ago
Andrei Kortunov 6a12c2b58b Fix GCC build warnings 4 years ago
wareya 18ef32ca82 values for this higher than sGroundOffset cause jittering on some surface; use safe-seeming value slightly less than sGroundOffset 4 years ago
Alexei Dobrohotov 22476281da Fix paralyze for swimming actors 4 years ago
fredzio 8e084dea2e Don't cache Ptr, it can be updated while the simulation is running. 4 years ago
fredzio 91b3926a49 We need to update the collision world after each step.
Change order of traversal simulation step to make it rare enough to be parallelizable

Before:
for actor in actors:
    repeat numstep:
        solve(actor)
After:
repeat numstep:
    for actor in actors:
        solve(actor)

Introduce struct ActorFrameData to pack all data that is necessary for
the solver
4 years ago
Capostrophic 19010ec045 Separate MovementSolver 5 years ago