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Bad collision behavior after updating bullet physics #4263
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It seems this commit causes this 28b951c . Any ideas how to fix this ? |
Thanks for tracking this down! Apparently the early out causes issues. Do you have some reproduction case? Some triangle mesh and the collision objects / ray tests against it? Let's revert the logic and disable this early-out by default. |
Well, looking at bullet's debug draw, it seems like not all collisions are registered. Th If you want me to I can probably write an C/C++ example with the same behavior when I have some spare time |
A small C++ example would be great! You could modify one of the existing Bullet examples (in the ExampleBrowser?) |
In the two comparisons |
In some circumstances |
@xhighway999 do you think you could track down what are the values of Also before If this shows up I'll look further into the issue. |
Hey,
after updating Bullet Physics to the latest version something how static trimesh collisions are handled must have changed.
My game uses the static trimesh for level collisions. That weird collision behavior was introduced after updating bullet to the newest master (of this git repo). Video as reference: https://youtu.be/9HOU5IksyBo
changing substeps/ fixed time step does not yield any difference.
[UPDATE: After testing different versions i can tell that this bug occurs starting with version 3.22]
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