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Fluid Controller Ghost Object only checks for AABB overlap, not collision shape interpenetration #23

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kklouzal opened this issue Feb 15, 2014 · 4 comments
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@kklouzal
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Spawning a bouyent prop in a map that has it's "ground level" below the Y axis of 0 will cause the prop to "float" to Y = 0

@DrChat
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DrChat commented Feb 15, 2014

What map is this on? My test map fits this criteria but I've never encountered this.

@kklouzal
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http://steamcommunity.com/sharedfiles/filedetails/?id=223794888
bw_cityscape3, A map I have been making for about 3 months now, I've been using hammer editor for 8 years. I have the module running on my test server using this map if you want to see this for yourself the IP address is 68.3.218.225

@DrChat
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DrChat commented Feb 15, 2014

Can't reproduce. If you're spawning these objects at the very bottom of the pools they'll gain a bunch of speed on their way up. I need to rewrite the fluid controllers anyways.

@kklouzal
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I will do some more debugging for you to try to pin down what is causing the problem, I felt like the props thought they were under water also. My gamemode which is running on the server having these strange issues does a few things no other gamemodes do, I'll start eliminating everything down back to sandbox to figure out what's making this happen but you are correct the fluid controller may be at fault here.

Thank you very much for your time!

@DrChat DrChat added the bug label Apr 21, 2014
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