Crash when activating collisions after cell change
Re: Crash when activating collisions after cell change
I think the problem is with Player, and it's scenenode/handle being erased.
Re: Crash when activating collisions after cell change
Why would a change to scene nodes result in a crash deep in the physics system?
Re: Crash when activating collisions after cell change
I think it is the physics handle that is being removed along with the npc/creature physics handles?
Re: Crash when activating collisions after cell change
There is no physics handle, but the OGRE handle is also used by the physics system to identify objects. Still doesn't explain what I see in the debugger.
Re: Crash when activating collisions after cell change
I think the problem may lie in the implementation of unloadCell()
Re: Crash when activating collisions after cell change
Could anyone try with the latest SVN version of bullet? That bug seems familiar to me, and it's seems that bullet is not doing some cleaning up well, leading to a crash.
Edit: never mind. werdanith tried it, it doesn't work.
Edit: never mind. werdanith tried it, it doesn't work.
Re: Crash when activating collisions after cell change
I somehow fixed the crash... I removed for testing purpose a line that should be necessary, and the crash simply vanished, without breaking (or so it seems) the physic :p
Edit: changes are pushed in my master branch of openengine.
Edit: changes are pushed in my master branch of openengine.
Re: Crash when activating collisions after cell change
This is somewhat unnerving. I guess if everything else is ready, we will have to release 0.12.0 with this fix, but removing a crash without fully understanding what went wrong is an invitation for further trouble.
Re: Crash when activating collisions after cell change
How exactly can removing a necessary line and having it not crash be a solution? Doesn't it break something else? (I ask while not looking at the code for myself)