1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-15 15:49:56 +00:00
Commit graph

10 commits

Author SHA1 Message Date
fredzio
4fa0972b2d Tone down actor's skip simulation flag to an optional skip collision
detection flag.
2021-05-01 14:22:30 +02:00
fredzio
ccd3cbc69a Use saved actor position instead of reading again RefData in unstuck. It
is a race condition to do so.
2021-03-26 23:49:31 +01:00
wareya
40265bf118 make unstucking slightly smarter (can turn itself off, also acts like flat ground) 2021-03-20 21:14:56 -04:00
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.
2021-02-07 18:32:03 +01:00
Andrei Kortunov
6a12c2b58b Fix GCC build warnings 2020-12-28 12:06:41 +04:00
wareya
18ef32ca82 values for this higher than sGroundOffset cause jittering on some surface; use safe-seeming value slightly less than sGroundOffset 2020-12-27 22:16:11 +00:00
Alexei Dobrohotov
22476281da Fix paralyze for swimming actors 2020-12-22 08:03:51 +03:00
fredzio
8e084dea2e Don't cache Ptr, it can be updated while the simulation is running. 2020-12-18 22:22:37 +01:00
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
2020-10-15 06:41:22 +02:00
Capostrophic
19010ec045 Separate MovementSolver 2020-03-31 00:38:34 +03:00