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Integrating PhysX engine 4.1.2 to mainline #179

Merged
merged 56 commits into from
Jan 11, 2024
Merged

Integrating PhysX engine 4.1.2 to mainline #179

merged 56 commits into from
Jan 11, 2024

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SNMetamorph
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@SNMetamorph SNMetamorph commented Sep 7, 2023

I can't assume this implementation as fully completed. This should be merged as it is, so I'll be able to switch to other necessary tasks. But there are some things that should be done later in future (even maybe somebody will help with it):

  • Interpolating rigid bodies state when applying it for entities (because physics ticks with other rate than actual game loop)
  • Testing and fixing problems with dynamic actors and pusher entities interacting
  • Fine-tuning all minor physics-related things so physics can look more completed and playable
  • Vehicles (we even have some snippets derived from XashXT, hidden under macro HAS_PHYSIC_VEHICLE)
  • Ragdolls (for this we need some mechanism to transfer bone matrices data to clients)
  • Physical units (since engine uses inches instead of meters, we can't use common SI units and instead forced to use other weird units based on inch)
  • Made water actors movable, because func_water can be moved around map (now there is assumption that water is always static)

This fixes issue in SweepEntity when sweep geometry was colliding with itself.
This hack was causing "provided geometry is not valid" PhysX errors in SweepEntity, because pev->size may have negative values on any axis component.
This provides ability to filter unnecessary shapes contacts on earlier stages and therefore leads to better performance
@SNMetamorph SNMetamorph merged commit 393f583 into master Jan 11, 2024
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@SNMetamorph SNMetamorph deleted the physx-sdk branch January 11, 2024 17:34
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