Fixed physics differences based on setting the restitution in
case of a rewind based on the wrong (old) speed.
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@ -1275,13 +1275,6 @@ void Kart::update(int ticks)
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{
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m_powerup->update(ticks);
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// Make the restitution depend on speed: this avoids collision issues,
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// otherwise a collision with high speed can see a kart being push
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// high up in the air (and out of control). So for higher speed we
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// reduce the restitution, meaning the karts will get less of a push
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// based on the collision speed.
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m_body->setRestitution(m_kart_properties->getRestitution(fabsf(m_speed)));
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// Reset any instand speed increase in the bullet kart
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m_vehicle->setMinSpeed(0);
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@ -1332,6 +1325,12 @@ void Kart::update(int ticks)
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// Update the locally maintained speed of the kart (m_speed), which
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// is used furthermore for engine power, camera distance etc
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updateSpeed();
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// Make the restitution depend on speed: this avoids collision issues,
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// otherwise a collision with high speed can see a kart being push
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// high up in the air (and out of control). So for higher speed we
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// reduce the restitution, meaning the karts will get less of a push
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// based on the collision speed.
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m_body->setRestitution(m_kart_properties->getRestitution(fabsf(m_speed)));
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m_controller->update(ticks);
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