jak-project/docs
water111 08741f0a42
[jak2] float patch for bogus collide frags (#2686)
Should fix https://github.com/open-goal/jak-project/issues/2679

Here's a test program that will trigger the bug when near these guards:
```lisp
(define *cquery* (new 'global 'collide-query))

(defun test-bad-collide ()
  (let ((lower (new 'static 'vector  :x 1681893.8750  :y 61314.2031 :z 345208.6562 :w 1.))
        (upper (new 'static 'vector :x 1701603.8750 :y  67624.0625 :z 357881.0312 :w 1.))
        ;(cquery (new 'stack-no-clear 'collide-query))
        )
    (set! (-> *cquery* collide-with) (the-as collide-spec 1))
    (set! (-> *cquery* ignore-process0) #f)
    (set! (-> *cquery* ignore-process1) #f)
    (set! (-> *cquery* ignore-pat) (new 'static 'pat-surface :noentity #x1 :nojak #x1 :probe #x1 :noendlessfall #x1))
    (set! (-> *cquery* action-mask) (collide-action solid))
    (set! (-> *cquery* bbox min quad) (-> lower quad))
    (set! (-> *cquery* bbox max quad) (-> upper quad))
    (format 0 "doing collide...~%")
    (fill-using-bounding-box *collide-cache* *cquery*)
    (format 0 "have ~d and ~d~%" (-> *collide-cache* num-tris) (-> *collide-cache* num-prims))
    )
  (none)
  )
```

As far as I can tell, there's a totally invalid collide-hash with an
inside `axis-scale.z`. On the PS2, it gets ignore because of how
float->int works for floats that are too big. On PC, it ends up using a
negative value and loop forever.
2023-06-04 15:19:08 -04:00
..
img docs/issues: attempt to clarify what version is for the game/OpenGOAL (#2467) 2023-04-10 13:03:53 -04:00
progress-notes [jak2] float patch for bogus collide frags (#2686) 2023-06-04 15:19:08 -04:00
scratch Sprite Distort (#1626) 2022-07-08 21:56:38 -04:00