Open GoogleCodeExporter opened 9 years ago
Seems it is crosshairs patch.
Its removal in attachment.
Original comment by igorpana...@gmail.com
on 6 Sep 2009 at 3:39
Attachments:
// trace through glass
// FIXME: doesn't work through more than one level of glass
/* while ( trace.surfaceFlags & SURF_GLASS ) {
CG_Trace( &trace, trace.endpos, vec3_origin, vec3_origin,
end, trace.entityNum, CONTENTS_SOLID|CONTENTS_BODY );
} <- This fix causes game's freeze */
if ( trace.surfaceFlags & SURF_GLASS ) {
CG_Trace( &trace, start, vec3_origin, vec3_origin,
end, trace.entityNum, CONTENTS_SOLID|CONTENTS_BODY
);
}
----
To be fixed.
Could set to just more than one depth and not internal (as workaround).
Like: check four times and then leave.
Original comment by igorpana...@gmail.com
on 6 Sep 2009 at 5:13
I still saw trace returning with vector start == end, so loop can become
infinite here.
Can you try the attached entity_scan_through_glass.patch patch (patch against
SG 1.1
branch) and eventually enhanced it ?
Téquila
Original comment by bougar...@gmail.com
on 7 Sep 2009 at 8:39
Attachments:
Have to try out as patch first.
If it is only about start == trace.end then why do we have
max_trace_through_glass?
And what is more important - why are they in the same place (start and
trace.end)?
And why do we decide to go further but not to stop if they are equal?
And if it is not only start == trace.end then what is it else?
It's not personally to you. As workaround this patch is ok.
The issue have to be investigated more.
Also I don't see any reason to call trap_CM_BoxTrace_New() instead of
trap_CM_BoxTrace() @ CG_Trace()
to be fixed too.
Original comment by igorpana...@gmail.com
on 8 Sep 2009 at 5:40
I've committed a fix in rev. 276. on sourceforge.
The problem was that tracing doesn't advance through many of the lamps, or fake
windows with no space behind them. I tested on alamo, hangemhigh, cobber,
steamboat,
and tillian. I couldn't find any places where limiting the number of traces was
needed, so I kept the fix simple.
Original comment by tor...@gmail.com
on 11 Sep 2009 at 6:42
Yes, the fix seems to be fine. Good job, though. Thank you very much.
I haven't tested it yet.
We will merge all such fixes once in two/one (depends on how many we'll have)
weeks (to
test them all-in-once). I'll create a separate document for that and publish it
soon.
So I mark this one as "ToBeMerged".
Original comment by igorpana...@gmail.com
on 11 Sep 2009 at 7:20
Original issue reported on code.google.com by
igorpana...@gmail.com
on 6 Sep 2009 at 7:39Attachments: