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Re: [Adonthell-devel] Jumping and sliding glitches
From: |
Kai Sterker |
Subject: |
Re: [Adonthell-devel] Jumping and sliding glitches |
Date: |
Tue, 16 Aug 2011 21:11:26 +0200 |
On Mon, Aug 15, 2011 at 9:01 PM, Kai Sterker <address@hidden> wrote:
> This looks indeed as if it is broken. Maybe the bbox used in
> moving::calculate_ground_pos() is either off, or it's simply too large
> so that it catches adjacent wall objects when it shouldn't. Have you
> tried shrinking it by a pixel?
So that did fix the issue? That was easy, then. Just wondering about
const vector3<s_int32> max (min.x() + placeable::length() - 1,
min.y() + placeable::width() - 1, z() - 1);
Shouldn't that be -2 since we added +1 to min in the previous line?
Otherwise the problem might persist when facing the wall from north or
east.
And yeah, I must admit that maybe chunk::objects_in_bbox does not do
the right thing in these border cases. OTOH, not sure what changing
that will break in turn.
Kai
- [Adonthell-devel] Jumping and sliding glitches, Michał Kaliński, 2011/08/14
- Re: [Adonthell-devel] Jumping and sliding glitches, Kai Sterker, 2011/08/15
- Re: [Adonthell-devel] Jumping and sliding glitches,
Kai Sterker <=
- Re: [Adonthell-devel] Jumping and sliding glitches, Michał Kaliński, 2011/08/16
- Re: [Adonthell-devel] Jumping and sliding glitches, Kai Sterker, 2011/08/16
- Re: [Adonthell-devel] Jumping and sliding glitches, Michał Kaliński, 2011/08/17
- Re: [Adonthell-devel] Jumping and sliding glitches, Kai Sterker, 2011/08/18
- Re: [Adonthell-devel] Jumping and sliding glitches, StyxD, 2011/08/23
- Re: [Adonthell-devel] Jumping and sliding glitches, Kai Sterker, 2011/08/23