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author | Daniel Rakos <daniel.rakos@rastergrid.com> | 2019-02-11 01:48:33 +0100 |
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committer | Daniel Rakos <daniel.rakos@rastergrid.com> | 2019-02-19 11:16:05 +0100 |
commit | f7511511b12977d0385198ea0037ef4c62e75d47 (patch) | |
tree | fd26ceca3c0cc35e57afa8a4a7736f45ac2255f0 /doc | |
parent | 4fd579b271e1b5274266843b9b19ed60f4c8a9a1 (diff) |
Fix RayShape collision when used with a KinematicBody (Bullet Physics)
- Added code handling non-compound collision to recover_from_penetration_ray()
which is now needed due to the optimization avoiding the use of compound
collisions when only a single collision shape is used.
- Removed arbitrary margin applied in the collision algorithm of RayShapes
which causes jittered movement. For lack of a better replacement and for
lack of any explanation on why it has been introduced, it's now using the
shape's margin property instead which is small enough to not show visible
jitter.
- Tried to get rid of inconsistent uses of the collision margin.
- Removed hack from GodotDeepPenetrationContactResultCallback::addContactPoint
for RayShape collision as it's no longer needed as the collision algorithm
of RayShapes correctly calculates the contact normal for a while now.
Fixes #25227.
Diffstat (limited to 'doc')
0 files changed, 0 insertions, 0 deletions