Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Investigate hitting the seam between brushes #2247

Open
jason-e opened this issue Feb 20, 2025 · 0 comments
Open

Investigate hitting the seam between brushes #2247

jason-e opened this issue Feb 20, 2025 · 0 comments

Comments

@jason-e
Copy link
Member

jason-e commented Feb 20, 2025

While we have made low-level improvements to similar scenarios, it seems it is still possible to hit the seam between brushes in some cases.

For example, this saveloc on surf_utopia will hit the seam near the end of the ramp (credit to Natanxp2):

{
	"ang"		"12.024121 179.511917 0.000000"
	"components"		"-1"
	"crouched"		"1"
	"disabledButtons"		"0"
	"gravityScale"		"1.000000"
	"movementLagScale"		"1.000000"
	"pos"		"-5241.964355 315.193787 2353.965576"
	"targetClassName"		"player"
	"time"		"-1"
	"toggledButtons"		"0"
	"track"		"0"
	"vel"		"-3500.000000 19.707539 -30.634327"
	"zone"		"1"
}

This map and packaged setpos is another example that looks like the same thing (also credit to Natanxp2):
conc_concconc_a2.zip

Ideally, we would fix bugs like this at the source in the BSP collision tracing logic. If that proves too difficult to do (or ends up being an unavoidable limitation), we could modify the slide bug fix to adjust the player's path not just when experiencing a stuck trace but also any where the player apparently hits a surface that is only sticking out by a very small amount.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant