]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
disable sv_gameplayfix_nudgeoutofsolid by default until we figure out
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 8 Jun 2011 15:47:32 +0000 (15:47 +0000)
committerRudolf Polzer <divverent@xonotic.org>
Wed, 8 Jun 2011 19:22:14 +0000 (21:22 +0200)
how to handle multiple plane intersections

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11187 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=908afe190b1bec6dd5cbdc166deb7cd928c88304

sv_main.c

index 078ec31960a64f6721ca6998470abeece77be292..69ea9d267163fb196073d264e7738c5a56c51179 100644 (file)
--- a/sv_main.c
+++ b/sv_main.c
@@ -107,7 +107,7 @@ cvar_t sv_gameplayfix_grenadebouncedownslopes = {0, "sv_gameplayfix_grenadebounc
 cvar_t sv_gameplayfix_multiplethinksperframe = {0, "sv_gameplayfix_multiplethinksperframe", "1", "allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons"};
 cvar_t sv_gameplayfix_noairborncorpse = {0, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"};
 cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems = {0, "sv_gameplayfix_noairborncorpse_allowsuspendeditems", "1", "causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items)"};
-cvar_t sv_gameplayfix_nudgeoutofsolid = {0, "sv_gameplayfix_nudgeoutofsolid", "1", "attempts to fix physics errors (where an object ended up in solid for some reason)"};
+cvar_t sv_gameplayfix_nudgeoutofsolid = {0, "sv_gameplayfix_nudgeoutofsolid", "0", "attempts to fix physics errors (where an object ended up in solid for some reason)"};
 cvar_t sv_gameplayfix_nudgeoutofsolid_separation = {0, "sv_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
 cvar_t sv_gameplayfix_q2airaccelerate = {0, "sv_gameplayfix_q2airaccelerate", "0", "Quake2-style air acceleration"};
 cvar_t sv_gameplayfix_nogravityonground = {0, "sv_gameplayfix_nogravityonground", "0", "turn off gravity when on ground (to get rid of sliding)"};