In this case, the actor mPreviousPosition is not updated, so the actor
position is interpolated between an old (stucked) position and the new
(unstucked) position. The new position is most likely "stucked", so the
unstuck code strikes again, making the actor "vibrates".
That's exactly what the sync code path does, and it doesn't exhibit this
behavior.
The jump state initial state is "none", and it is set after physics simulation.
If a save is done just above the ground, the character may land before
the first run of the simulation, effectively cancelling the effect of
falling.
What happened is that the last handle to an Actor shared_ptr was a
promoted weak_ptr. When the shared_ptr goes out of scope, the Actor dtor
is invoked. That involves removing the Actor collision object after
exclusively locking mCollisionWorldMutex. In this case, the lock was
already held in the outter scope of the promoted weak_ptr.
Reduce the scope of the mCollisionWorldMutex to never encompass the
lifetime of a promoted weak_ptr.
shapes. It doesn't work in the case of spheres (used by projectiles):
resulting shape is malformed. It can also leads to this error which
makes the debug drawer non-working till game restart:
CullVisitor::apply(Geode&) detected NaN,
depth=nan, center=(nan nan nan),
matrix={
-0.265814 -0.0639702 0.9619 0
0.964024 -0.0176387 0.265228 0
-4.29769e-09 0.997796 0.0663574 0
18178.6 -3550.91 42154.4 1
}
Avoid this issue by using osg::Sphere
While here, remove an unused function. We don't use Bullet's solver so
we never have any contact points (in Bullet parlance).
This unbreak abot's boat mods: they're continually teleporting
the boats (who is an actor with waterwalking effect). As such, the
physics simulation was never run and the boat never went to sea level.
One of the issue since the introduction of async physics is the quirky
handling of scripted moves. Previous attempt to account for them was
based on detecting changes in actor position while the physics thread is
running. To this end, semantics of Actor::updatePosition() (which is
responsible for set the absolute position of an actor in the world) was
toned down to merely store the desired position, with the physics system
actually responsible for moving the actor. For the cases were complete
override of the physics simulation was needed, I introduced
Actor::resetPosition(), which actually have same semantics as
original updatePosition(). This in turn introduced a loads of new bugs
when the weakened semantics broke key assumptions inside the engine
(spawning, summoning, teleport, etc).
Instead of tracking them down, count on the newly introduced support for
object relative movements in the engine (World::moveObjectBy) to
register relative movements and restore original handling of absolute positionning.
Changes are relatively small:
- move resetPosition() content into updatePosition()
- call updatePosition() everywhere it was called before
- remove all added calls to the now non-existing resetPosition()
tldr; ditch last month worth of bug introduction and eradication and redo
it properly
This gives finer control over reseting positions (switch off tcl is no
longer glitchy) and solve most of the erroneous usage of stale World::Ptr
indicated by:
"Error in frame: moveTo: object is not in this cell"
its current position.
Use it in relevant MWScripts opcode (move and moveworld).
Remove the fragile detection of scripted translation from PhysicsTaskScheduler.
No user visible change, just a more robust mechanism.
Fix for !472 for older versions of OSG
See merge request OpenMW/openmw!474
(cherry picked from commit 35e25d79b9a6c76807084be5ca2584c4fd9b9c35)
4447dd41 osg versions
06f4d63b Preserve callback in older osg version
When an NPC fire a projectile, it should affect only its targeted actor.
To this end, after a hit is detected the target is checked against the
list of AI targets and reactivated if necessary.
Problem occurs when the hit occurs as a result of a friendly actor going
into the projectile (detected in ClosestNotMeConvexResultCallback):
while the projectile is inside the friend's collision box, it is
deactivated, just to be immediately reactivated. Effectively, the
projectile does nothing until the actor moves out.
Add a check inside the ClosestNotMeConvexResultCallback before declaring
a hit.
Since the necessary data is not safely accessible from the async thread,
maintain a copy inside the Projectile class.