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Fix MotionState #22
I completely forgot that this has been a thing :) Thanks a lot, it now helped me when fixing the DLL linker errors on Windows. I cherry-picked most of the things in 3a44040, bff3f7c, ba5b1a7, d6941bf, c45d5a2 and a971a88 and thanks to the new test the code coverage is now doubled :)
Just for the record, the "Fix local transforms from bullet world transforms" commit is not merged as we finally agreed that this was too much performance impact for too little benefit. Just aside: isn't this behavior practically the same in UE4? IIRC they also just disconnect a physics object from all the parents when it starts to be simulated.
While, yes, it is disconnected, you can reconnect it to have it act in weird unexpected ways (simulated, but also getting relative transforms of the parent applied to it, but I think also depends on update order, but not sure...).
As long as the documentation is clear about it, I'm fine with the parent of the object being ignored :)