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author | TheTermos <55103816+TheTermos@users.noreply.github.com> | 2020-01-27 19:30:11 +0100 |
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committer | sfan5 <sfan5@live.de> | 2020-01-27 19:30:11 +0100 |
commit | 908e76247922d4adf879b3996c4f75bdbb4e536d (patch) | |
tree | fca143f339d8c1737f7272d96ffff6fdbb5f2cb9 | |
parent | 60544ac56f13132ef24ce38024627a127f7f15f0 (diff) | |
download | minetest-908e76247922d4adf879b3996c4f75bdbb4e536d.tar.gz minetest-908e76247922d4adf879b3996c4f75bdbb4e536d.tar.bz2 minetest-908e76247922d4adf879b3996c4f75bdbb4e536d.zip |
Collision temporary fix for issue #6886
-rw-r--r-- | src/collision.cpp | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/src/collision.cpp b/src/collision.cpp index a443be7ab..cb81c15fe 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -415,12 +415,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ - f32 d = pos_max_d * 1.1f; - // A fairly large value in here makes moving smoother - //f32 d = 0.15*BS; + //f32 d = pos_max_d * 1.1f; - // This should always apply, otherwise there are glitches - assert(d > pos_max_d); // invariant + f32 d = 0.01f; // Temporary fix, any nonzero d causes collision glitches, the more the greater it is. + // ultimately it has to be determined if any uncertainty is involved, and if it is, eliminated + // and d & pos_max_d params removed from function calls. int loopcount = 0; |