bookwar wrote:Later commits in git have something to do with this bug. So you may try to build the latest source and test if the bug is fixed.
The fix is server-side, so if you play on the public server new client version won't help.
bookwar wrote:Later commits in git have something to do with this bug. So you may try to build the latest source and test if the bug is fixed.
The fix is server-side, so if you play on the public server new client version won't help.
kahrl wrote:FYI, if the problem primarily happens when you login to a server (or to a local game), it seems to be a bug with the way gravity and collision detection works. When the client environment doesn't update for about half a second (that's often the case when you login), depending on the floating point implementation of your compiler you might glitch through the ground. There is some intermediate NaN result that breaks the physics formulas.
We discussed this bug in the IRC channel not long ago. See this log starting at around 14:00. Here's my patch: yay
kahrl wrote:FYI, if the problem primarily happens when you login to a server (or to a local game), it seems to be a bug with the way gravity and collision detection works. When the client environment doesn't update for about half a second (that's often the case when you login), depending on the floating point implementation of your compiler you might glitch through the ground. There is some intermediate NaN result that breaks the physics formulas.
We discussed this bug in the IRC channel not long ago. See this log starting at around 14:00. Here's my patch: yay
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