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author | Jon Ring <jonnyring@gmail.com> | 2019-06-18 17:40:49 -0400 |
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committer | Jon Ring <jonnyring@gmail.com> | 2019-06-18 17:40:49 -0400 |
commit | b2d433c4a81f148e2c022fcdef10f903029b6347 (patch) | |
tree | 0b63ee2e31e7340ec097be1f54ee87d3cca4465f | |
parent | 0ac3687d6fe3bfa90f5cfbdf7c28752de1b627f0 (diff) |
Prevent VehicleBody contact damping from exceeding the baseline value when roll influence is very small.
When contact damping exceeds 1.0, the wheels will lose grip when the vehicle is not moving.
-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 |