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authorTheTermos <55103816+TheTermos@users.noreply.github.com>2020-01-27 19:30:11 +0100
committersfan5 <sfan5@live.de>2020-01-27 19:30:11 +0100
commit908e76247922d4adf879b3996c4f75bdbb4e536d (patch)
treefca143f339d8c1737f7272d96ffff6fdbb5f2cb9
parent60544ac56f13132ef24ce38024627a127f7f15f0 (diff)
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Collision temporary fix for issue #6886
-rw-r--r--src/collision.cpp9
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;