Comments (5)
Hmm, I tested it, and it seems that everything works right (except that I can't push-pull the blocks because of faulty collision detection). When Bullet debug drawer is active (r_coll), indeed I get overlapped room geometry, but that should be filtered out considering current room.
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Ok, here's the test case. Type setgamef(3,99)
then setEntityPos(player,21903,33910,2560,188,0,0)
. When back to game play run forward. Lara should fall to room 132. Now walk left or forward a few steps then jump straight up. Lara should return to room 117.
Depending on circumstances she is able to walk over overlapping invisible roof in room 117 as if levitating.
from opentomb.
Another good example is The Cistern level. Move Lara in the room with a switch 11. Jump straight up and she'll be transferred into room 10. Now roll and she instantly moved into room 9. All this without changing coordinates. And it caused big trouble in the current frustum code.
from opentomb.
The camera current room and position are not coherent. It's visible in room_info
where it used different room for camera sector. No matter which room it claims to show (9 or 10) it always dumps information about room 9 which is correct in the above case. Looking at the source it seems that renderer.cam->current_room
is different from what sector->owner_room
actually is.
from opentomb.
No more reproducible after #384.
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