Petr Ohlídal
Petr Ohlídal
@CuriousMike56 Ready for another test. I had to revert most of my new code, including the asserts. I re-tested all the above scenarios, including the crash scenario you found originally,...
Hello. The 'waves on water' (EDIT) works by creating a grid mesh and shaping it dynamically to simulate a wavy sea, both physically and visually. (EDIT2) I just atested that...
I found a crash scenario (Win10, Directx9, PSSM off, configuration=RelWithDebInfo) - OGRE crashes when rendering a frame:  Steps to reproduce: 1. In main menu, go to settings, set water=basic...
I managed to reproduce the issue (Win10, Directx9, Visual Studio 2022, config=RelWithDebInfo, terrain=Small Island).  Apparently it gets worse the more vehicles (or the more complex vehicle) is simulated. 
I couldn't figure anything out from the code, so I added GUI to fiddle with HydraX params...  anyway, when I figure out what causes this glitch, I'll try to...
Strangely, under Debug, I get this glitch even with simple water, and even if no vehicles are spawned. Probably because under Debug everything is slower by default :)
> And my guess was that you have some uninited vars for water. You win. The glitch of Basic water was unitialized variable `Water::m_waves_height`. I have no progress on the...
I didn't find the issue yet, but I'm getting close ... I made a debug UI displaying min/max vertex height, so now I know the problem is in C++ code...
I ended up adding the stalk prop animation (requested by Mark on Discord; the reason for starting this PR) as a separate source `signalstalk`, although originally I intended to stuff...
Hmm, something's wrong with JsonCpp. It used to be a GUI/webserver dependency, but now it's a core dependency. Please try finding which commit broke it, start with the one where...