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author | Rémi Verschelde <rverschelde@gmail.com> | 2019-06-24 22:58:46 +0200 |
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committer | GitHub <noreply@github.com> | 2019-06-24 22:58:46 +0200 |
commit | 29cddef895bf767f715bd3e5f90aa786d2c3c895 (patch) | |
tree | ac699530c405d4f3ee6cdb80d4116e9eb6143777 | |
parent | 603e87e2bb28e9f344dec479ca546978b820e1f9 (diff) | |
parent | b2d433c4a81f148e2c022fcdef10f903029b6347 (diff) |
Merge pull request #29940 from jonri/fix-vehicle-contact
Prevent VehicleBody contact damping from exceeding the baseline value…
-rw-r--r-- | scene/3d/vehicle_body.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp index 32b8219ee0..55bb7eabd9 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -585,7 +585,7 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec if (p_rollInfluence > 0.0) { // !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based // keeping in mind our anti roll factor if it is set - contactDamping = s->get_step() / p_rollInfluence; + contactDamping = MIN(contactDamping, s->get_step() / p_rollInfluence); } #define ONLY_USE_LINEAR_MASS |