Sorry for the 3 posts but I think I've found what it is.

It seems to be removing the friction controllers.
On a working entity, it has 5 controllers:
4) sys:friction
3) sys:friction
2) sys:friction
1) vphysics:drag
0) sys:gravity

On a messed up one, it has 2:
1) vphysics:drag
0) sys:gravity

So does anyone know why/where it would be removing this?

Oh, I forgot to mention, the objects* DO* freeze, but this doesn't
help the bounciness.

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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