(8e2e6e4da) Physics error prevention: - Use the ApplyForce/ApplyImpulse method overrides that clamp the resulting velocity to a value (in this case NetConfig.MaxPhysicsBodyVelocity, 64 m/s). Without this, explosions and attacks for example could apply arbitrarily large forces to bodies, causing physics errors in Ragdoll.CheckValidity. - Make sure angular velocity still has a sane value after applying an impulse to a specific point of a collider.

This commit is contained in:
Joonas Rikkonen
2019-04-03 16:21:22 +03:00
parent 5d7dba0f70
commit 0844f1eae4
12 changed files with 87 additions and 39 deletions
@@ -1,4 +1,5 @@
using FarseerPhysics;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using FarseerPhysics.Dynamics.Joints;
@@ -176,7 +177,7 @@ namespace Barotrauma.Items.Components
item.Drop(null);
item.body.Enabled = true;
item.body.ApplyLinearImpulse(impulse);
item.body.ApplyLinearImpulse(impulse, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
item.body.FarseerBody.OnCollision += OnProjectileCollision;
item.body.FarseerBody.IsBullet = true;