Ricardo Buring

Results 36 comments of Ricardo Buring

The mentioned commit https://github.com/godotengine/godot/commit/65b3200a163388088cce9f373fd986b515cff341 causes collisions generated only from recovery not to be reported by `move_and_collide`, which I think is a good change (it fixes issues). The problem here is...

> I'll let the two of you hash this out. :) They're both correct, talking about different margins: there is the `margin` property of `Shape3D` which was only used by...

If `cast_motion` in Godot Physics should do only kinematic solving (as it currently does), then https://github.com/godotengine/godot/blob/63c0dc690e06731224e88911ed16d1b798b681b5/servers/physics_3d/godot_space_3d.cpp#L314 the number of steps should be customizable instead of fixed to `8`.

Could you please make a separate PR with only the bugfix for `get_contact_local_position` and `get_contact_collider_position` in Godot Physics? In general we prefer each PR to do one thing, and bugfixes...

Interesting note about the inertia. For starters we could look at what goes differently in [servers/physics_3d/godot_body_3d.cpp](https://github.com/godotengine/godot/blob/ca1ebf9fee8d58718d41b2c08d22d484764b7f54/servers/physics_3d/godot_body_3d.cpp) when that property is set.

> It isn't possible to call callables either. Since https://github.com/godotengine/godot/pull/66177 it is possible to call a `Callable`, using the `callv` method and passing the arguments as a single array, e.g....

In discussion on RocketChat `#gdextension` it was mentioned this approach could cause a leak in the following test: ```C++ Ref pass_and_return(Ref p_ref) { return p_ref; } ``` causing `p_ref` to...

To me the name `run_on_separate_thread` suggests that only *one non-main* thread should be starting those worker thread pools. Using your debug code, can you check if one of the threads...

For ease of reviewing: the `travel` is taken into account in the call https://github.com/godotengine/godot/blob/2efbc6bfb3b4f49a6bc75b3d367cfe81eeddbf3a/scene/3d/physics/character_body_3d.cpp#L159 which passes `p_test_only = false` into `move_and_collide`: https://github.com/godotengine/godot/blob/80c600d86b6fed05fdb35d5dd95267a8a95fe74d/scene/3d/physics/physics_body_3d.cpp#L155-L159

We should think a bit about what to (eventually) do for heightmap shapes, to avoid having to change the API again later. Maybe the face index should be a 64-bit...