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7 Commits

Author SHA1 Message Date
wareya
49d2daee6a Movement solver tweaks
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.
2021-11-05 14:56:55 -04:00
elsid
6986feb81b
Initialize navigator max climb and max slope settings in makeSettingsFromSettingsManager
To avoid having multiple places to initialize them when they will be required
by multiple binaries.
2021-10-11 18:50:26 +02:00
elsid
ff9aabafd1
Change max walkable slope angle to 46 degrees
This is the value used by vanilla Morrowind engine. At this angle player
character starts sliding down the slope.

This fixes navigation and movement issue in Mournhold, Godsreach.
2021-10-10 18:25:05 +02:00
Andrei Kortunov
0cadc97fb3 Fix double -> float conversions 2021-04-19 15:36:58 +04:00
Petr Mikheev
7bbbe40abe "static const" -> "static constexpr" in headers 2021-03-21 13:57:54 +01:00
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
Capostrophic
ca6cce0c7e Separate Stepper 2020-03-31 00:38:34 +03:00