Observed on d1_trainstation_02, could be other levels.
If you wake any props, they fall straight through the level. Could be a symptom of a missing collision manifold between the world and the prop. The only place that could do this would be CPhysicsObject::RecheckCollisionFilter()
Underlying issue with the game's collision solver returning false on world vs. prop collisions (appears to be in that order only). If our collision solver returns false, bullet won't delete any existing overlapping pairs between the two objects but it won't create any new ones.
Observed on d1_trainstation_02, could be other levels.
If you wake any props, they fall straight through the level.
Could be a symptom of a missing collision manifold between the world and the prop. The only place that could do this would be CPhysicsObject::RecheckCollisionFilter()Underlying issue with the game's collision solver returning false on world vs. prop collisions (appears to be in that order only). If our collision solver returns false, bullet won't delete any existing overlapping pairs between the two objects but it won't create any new ones.