Commit Graph

8 Commits (18ef32ca82bd9c3cfcdc9f420131e4697ee054c9)

Author SHA1 Message Date
wareya 18ef32ca82 values for this higher than sGroundOffset cause jittering on some surface; use safe-seeming value slightly less than sGroundOffset 3 years ago
fredzio 33eb09f534 Remove unused headers 3 years ago
fredzio b39437dfb6 Don't allow projectiles to stand still when they hit an ally.
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.
3 years ago
fredzio 4fbe1ed12c Ignore caster collision shape. Sometimes the magic bolt get launched
inside too near its caster.
3 years ago
fredzio 7e85235220 Projectile to projectile collision 3 years ago
fredzio 66fe3b0d38 Modify projectile collision to work with async physics 3 years ago
Andrei Kortunov dc7b48e92e Generate physics collisions for projectiles (bug #3372)
Remove redundant now mHit field
3 years ago
Capostrophic 4f08f6e09b Separate ClosestNotMeConvexResultCallback 4 years ago