Okay, I managed to get the bug again (happend when I fired an RPG at someone)
I did physics_debug_entity on it and got:
Entity prop_physics (prop_physics) Object: models/sf/bmetallbb_04.mdl Mass: 50.0 (inv 0.020) Inertia: 6.64, 6.64, 6.64 (inv 0.151, 0.151, 0.151) Velocity: -14.49, 457.69, -215.84 Ang Velocity: 161.75, 136.38, -95.85 Damping 0.00 linear, 0.00 angular Linear Drag: 0.02, 0.02, 0.02 (factor 1.00) Angular Drag: 0.02, 0.02, 0.02 (factor 1.00) attached to 2 controllers 1) vphysics:drag 0) sys:gravity State: Awake, Collision Enabled, Motion Enabled, Flags 1127 (game 0100, index 0) CollisionModel: Compact Surface: 9 convex pieces with outer hull
It sounds like it should be fine.
Anyone looked at it or found a fix yet?
I looked at the should freeze object code and it's bool ShouldFreezeObject( IPhysicsObject *pObject ) { return true; }
Return true all the time? Is it supposed to be like this?
Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit the limit of collisions per timestep for a particular object. For HL2 once we hit that limit we want to freeze the object (note that this freezes the object only for the remainder of the timestep, not permanently) to avoid using too much CPU for physics.
The hook is there so you can make a different tradeoff in your mod if you'd like. You can always increase the limit by setting it in the performance settings, or you could do other things in the callback (e.g. add a timer for physics and let it do more as long as you haven't exceeded your real-time budget).
Jay
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-- Knifa SourceForts http://knd.org.uk/sourceforts/
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-- Knifa SourceForts http://knd.org.uk/sourceforts/
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