collisiontime += (Sys_DirtyTime() - tdelta3)*10000;
// run physics (move objects, calculate new velocities)
+ // be sure not to pass 0 as step time because that causes an ODE error
dWorldSetQuickStepNumIterations((dWorldID)world->physics.ode_world, bound(1, physics_ode_worldstep_iterations.integer, 200));
- dWorldQuickStep((dWorldID)world->physics.ode_world, world->physics.ode_step);
+ if (world->physics.ode_step > 0)
+ dWorldQuickStep((dWorldID)world->physics.ode_world, world->physics.ode_step);
// clear the JointGroup now that we're done with it
dJointGroupEmpty((dJointGroupID)world->physics.ode_contactgroup);