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WIP: New Movement Solver Fixes (Do not merge yet) #2937
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…nd coc destinations
As this branch switches to AABBs, it exhibits problems with the cantons in vivec and other incredibly large geometry when using single-precision bullet, but these problems essentially disappear when using double-precision bullet (I checked). |
…face; use safe-seeming value slightly less than sGroundOffset
…ove away from (makes it possible to squirrel your way out of the ebonheart coc destination
Double precision bullet is default for 64-bit on Debian and Ubuntu. I believe that MacOS already has that turned on in build deps. @nikolaykasyanov Can you double check? |
@wareya are we tracking this on the issue tracker? Such a massive undertaking deserves a ticket. :) |
This reverts commit b316e2f.
Set components to link against the float64 variants of bullet when the above value is turned on.
…we only want -float64 suffixes for Debian-likes.
… using longest one
…ng overly-distant rejections
GitLab counterpart of this PR has been merged. |
This is a manual rewrite of #1794 based on a much more recent version of master. See #1794 for a description of what changes this PR does.
This is the PR you want to use if you want to test how the movement solver fixes interact with double-precision bullet or threaded/async movement solving.
I intend to rebase this branch to logically split everything up into single stable commits or squash everything into a single commit so that it doesn't interfere with bisecting, so do not merge it yet.
These changes require double-precision Bullet. Otherwise interacting with certain objects becomes glitchy/unstable because single precision Bullet sucks.