fix(physics): #149 — collide BSP-less landblock statics via Setup cylsphere
Town props placed as landblock stabs whose ONLY collision is a Setup CylSphere/Sphere (no physics BSP) registered ZERO collision shapes and were walk-through -- torches, braziers, lamp-posts, candle-stands, posts. Root: the ISSUES #83 / A1.6 gate `!_isLandblockStab` skipped Setup cyl/sphere registration for ALL landblock stabs, on the false assumption "landblock stabs collide via BSP only (retail CBuildingObj)." That over-broadened -- it also killed collision for BSP-less stabs. Retail's CPhysicsObj::FindObjCollisions (@0x0050f050) uses binary dispatch: the object's physics BSP if it HAS one (HAS_PHYSICS_BSP_PS 0x10000), ELSE its CSetup CylSpheres/Spheres -- never both. Confirmed via live retail cdb on the Holtburg torch (Setup 0x020005D8 at world (105.99,17.17)): FindObjCollisions target num_cylsphere=1, cyl h=2.2 -- a cylsphere, exact-matching the dat (cylSphere r=0.2 h=2.2); the StabList confirms stab[95]=0x020005D8 there. Fix: gate the Setup cyl/sphere registration on `entityBsp == 0` instead of stab-ness. Preserves #83's anti-doubling (stab WITH a BSP -> BSP-only) while restoring collision for BSP-less stabs. Other landblock entities on this path (scenery -- tree-trunk cylspheres) are unaffected. Live-verified: torch + candle/brazier family block now; ~115 cyl/sphere Setups register across streamed landblocks. Core suite green (1595/0). The earlier selection-sphere hypothesis was WRONG and is reverted -- the cdb's r=0.48 sphere was the player/NPC body (every body sphere is ~0.48), not the torch. The correct cdb method: capture the TARGET at FindObjCollisions (not `this` in CSphere::intersects_sphere) and confirm by position + Setup-id. (Issue numbered #149 to stay clear of main's #148; this worktree branched before main's #145-148 were added.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -5482,6 +5482,28 @@ outdoors at the angle that previously erased it.
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# Recently closed
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## #149 — BSP-less landblock statics (torches/braziers/lamp-posts) were walk-through
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**Status:** DONE (2026-06-25, `4cf6eeb`) — town props placed as landblock stabs
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whose ONLY collision is a Setup CylSphere/Sphere (no physics BSP) had ZERO collision
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shapes registered → walk-through. Root: the ISSUES #83 / A1.6 gate `!_isLandblockStab`
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skipped Setup cyl/sphere for ALL stabs, on the false assumption *"landblock stabs
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collide via BSP only (retail CBuildingObj)."* Confirmed end-to-end via live retail
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cdb: the Holtburg torch (Setup `0x020005D8`, world (105.99,17.17)) hits
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`CPhysicsObj::FindObjCollisions` with `num_cylsphere=1`, cyl h=2.2 — a cylsphere,
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matching the dat (cylSphere r=0.2 h=2.2) exactly; the StabList confirms stab[95]=
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`0x020005D8` at that position. Fix: gate the Setup cyl/sphere registration on
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`entityBsp == 0` (retail's binary dispatch — BSP if the object has one, ELSE
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cyl/sphere; see `feedback_retail_binary_dispatch`) instead of stab-ness — preserves
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#83's anti-doubling (stab WITH a BSP → BSP-only) while restoring collision for
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BSP-less stabs. Live-verified (torch + candle/brazier family block now; ~115
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cyl/sphere Setups register across streamed landblocks). The earlier selection-sphere
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hypothesis was WRONG and reverted — the cdb's r=0.48 sphere was the player/NPC body
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(every body sphere is ~0.48), not the torch; capturing the *target* at
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`FindObjCollisions` (not `this` in `intersects_sphere`) + confirming by position +
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Setup-id is the correct cdb method. `GameWindow.cs:7281`. Core suite green (1595/0).
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(Numbered #149 to stay clear of main's #148; worktree branched before #145–148.)
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## Dense-town (Arwic) FPS deep-dive — 75 → ~165 fps
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**Status:** DONE (2026-06-24) — `290e731` (cell-object draw batching) + `9f51a4d`
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