Mikael Hermansson

Results 188 comments of Mikael Hermansson

Great, thank you for taking a look! Note that I left out the first test case that @MemoriesIn8bit provided when generating that snapshot, just to narrow things down a bit...

> So then I went on to the original repro in godot to check if my fix fixes the issue there too and unfortunately it doesn't and I don't know...

> @mihe what do you think? (I can make the change if you want) It's no problem at all for me to add it, besides trying to actually understand what...

> Decreasing Body Pair Cache Distance/Angle Threshold (0.0001 m and 0.2 deg) reduces this even further until the marble will not roll at all. Even when decreasing the angle like...

I'll just go ahead and expose the setting to disable the contact cache entirely, along with those other two. It sounds like disabling it entirely might be the better option...

> so long as no weird swapping/reordering etc occurs? While I believe Jolt's indexing currently preserves the same order as the input list of triangles (which is an assumption I...

> Would it make sense or be possible to have custom data channels within the physics mesh that get baked alongside the indexing process, similar to how ArrayMeshes have various...

> * `MeshShapeSettings` gets a new property `Array *mSubShapeIDToUserData = nullptr` > * In `MeshShape::MeshShape` when `mSubShapeIDToUserData != nullptr` we will push all sub shape ID/user data pairs into the...

I think that sounds pretty reasonable.

I would say that looks much nicer from an API perspective, and obviously lines up better with the existing methods, like `GetSurfaceNormal` and whatnot. I'm surprised/happy to see you were...