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Modify contact_max_allowed_penetration
precision to 3 significant digits
#75665
Modify contact_max_allowed_penetration
precision to 3 significant digits
#75665
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Is there a reason why a value 0.0 is also valid ? |
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Seems fine to me. A minimum value of 1 mm seems more reasonable to me than a minimum of 1 cm
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Did you look if it doesn't fix other issues (jitter on small objects)?
Would you mind adding a |
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Looks good. For 2D no change should be necessary as the value is in pixels.
P.S. My e-mail address is public, and can be found e.g. on my website or by using git log
on a local Godot repo.
@rburing Is a value of |
@Calinou Setting it to So we could set the minimum to Maybe
also need a similar treatment of increasing the precision. |
In this case, remember to also change the minimum value for the 2D |
If we're going to include additional changes to ranges and limits in this PR, I would like to get confirmation on the changes:
Is everyone fine with the significant digits choices based on 2D vs. 3D, and that only |
Sounds good on my end, but I can't confirm whether |
…to three significant digits, so values down to "0.001" can be specified. Updated additional 2D and 3D physics parameters based on team recommendations Co-Authored-By: Ricardo Buring <[email protected]>
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Looks like a fine improvement as is.
Thanks! |
Cherry-picked for 4.0.3. |
contact_max_allowed_penetration
precision to 3 significant digits
This pull request addresses #75634 by modifying the numeric precision of "physics/3d/solver/contact_max_allowed_penetration" to three significant digits, so values down to "0.001" can be specified. This is necessary in VR situations where the scene contains objects at the scale of human hands.
Bugsquad edit: