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1) As much as I dislike it, upping the collision margin from 0.1 to 0.2 fixes bugs, particularly involving walking into upwards-slanted walls. 2) There were still some problems involving acute crevices/seams; they were using the adjusted instead of unadjusted normal, and also they need to bypass the don't-slide-upwards check to prevent (see #6379) 3) The move-away-from-what-we-just-hit code needs to run always, not just on non-initial iterations. No idea why I did it this way before. 4) Force bullet to give actor boxes a tiny collision margin of 0.001 instead of the default 0.04. I can't tell whether this is actually working or not, but it should reduce unexplained weirdness. 5) A piece of code that was meant to prevent bugs by short-circuiting the movement solver if its direction changed more than 180 degrees actually caused problems instead of preventing them, so I deleted it. |
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