wareya wrote: ↑10 Dec 2018, 23:11
Vanilla lets actors pass through geometry that they're already overlapping. That's broken. It's not even up for debate whether it's broken or not.
That could be rather problematic. On the other hand, it might also be a reason why things like one-way walls work in vanilla, which are actually a desirable trick to have in some ways. Vanilla still seems to offer more possibilities for funky modding in no small part because of this, so I'm more than a little reluctant to call it broken and say we should get rid of it or do it another way.
wareya wrote: ↑10 Dec 2018, 23:11
The mannequins are also in the air (or, to be more precise, they're on a "steep slope" instead of a "floor", because they're overlapping the wall), which makes gravity apply to them, which means that they try to move.
I see. This makes it more appealing to have gravity not automatically apply to placed objects in midair, like in vanilla, and have the "fall" command to make it apply, for compatibility's sake. In dehardcoding, we could theoretically make it alterable which one is the default behavior and which needs to be specifically called to have it happen, so that this wouldn't limit new games with the engine much if at all, I hope.
wareya wrote: ↑10 Dec 2018, 23:11
It IS desirable to have actors not pop out of things that they're overlapping, but once they start moving, popping them out is the only thing you can do without being broken.
I tried a few ways of switching between popping-out and staying-still to fix the mannequins without affecting anything else, but they all caused other problems.
Hmm. Are we sure being broken in the way the OpenMW engine is broken is preferable to being broken in the way the vanilla engine is? Because I'm honestly still leaning the other way. (Not that I have any particular influence on anything, not having the coding skills to contribute, just food for thought.)