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Bullet shape loading problems, assorted

Umbrella issue for all the BulletNifLoader problems I've fixed during .49 cycle that didn't get their own issues so we have something to base the changelog on.

  • Collision shapes cannot be rescaled by animations. Addressed by !3635 (merged)
  • No-collision and editor marker flags are handled for nested nodes. Addressed by !3590 (merged)
  • Editor marker flag disables autogenerated collision for the entire mesh, but it should only discard the editor marker geometry. Addressed by !3590 (merged)
  • Bounding box detection is incorrectly based on the collision mode flags unused in Morrowind rather than the node name. Addressed by !3505 (merged)
  • Detected bounding box is used as the collision shape for any object even though it should only be used for actors. Addressed by !3562 (merged)
  • Rotated static collision shapes are scaled incorrectly. Addressed by !2808 (merged)
  • All states of NiSwitchNode and NiFltAnimationNode are used to autogenerate a collision shape. Partially addressed by !3634 (merged), which limits autogeneration to their first child (the one most likely to be reliable for collision) but doesn't make the Bullet shape switch between children depending on the scene graph state. This also affects NiLODNode but NiLODNode has no reliable children to be used by default.