Overhauled the tracebox extending code, it now lives in collision.c rather than cl_co...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 May 2014 03:10:57 +0000 (03:10 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 May 2014 03:10:57 +0000 (03:10 +0000)
commit05441557527d65d14e141fbf7ae50c9bf11ae486
tree3435f954dce5e5bdd890cadd33452dc2803e0df4
parentcc143f0750869f06bef86f11dcbe1c9bef7105f8
Overhauled the tracebox extending code, it now lives in collision.c rather than cl_collision.c/sv_phys.c and has 3 cvars controlling it:
collision_extendmovelength - affects ALL engine traces (physics, etc), this has a higher value because of how important it is to not get stuck in things.
collision_extendtraceboxlength - affects only the qc tracebox builtin.
collision_extendtracelinelength - affects only the qc traceline builtin (in particular it is a bad idea to set this to a high value because it can interfere with trace_inwater/trace_inair reporting).
Changed collision_enternudge/collision_leavenudge to behave more like Quake2/Quake3, this means that you can not sink into a brush (assuming the brush is detected - see collision_extendmovelength).
Some beautification on the RecursiveHullCheck and RecursiveLightPoint code.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12072 d7cf8633-e32d-0410-b094-e92efae38249
18 files changed:
cl_collision.c
cl_collision.h
cl_input.c
cl_main.c
cl_particles.c
clvm_cmds.c
collision.c
collision.h
model_brush.c
r_explosion.c
r_shadow.c
sbar.c
server.h
sv_move.c
sv_phys.c
sv_user.c
svvm_cmds.c
view.c