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Fix 100% cpu when entities using TOSS-based movetypes get stuck

bones_was_here requested to merge bones_was_here/movetype_toss_lagfix into master

This fixes a bug in sv_gameplayfix_slidemoveprojectiles which gives nicer physics interactions but didn't abort if the entity is immovable.

I'll refactor and improve this as part of a larger physics overhaul in a different branch/MR to avoid hectic merge conflicts.
Until that's ready this patch will stop servers from lagging out.

For engine physics this doesn't usually happen because Quake uses sv_gameplayfix_slidemoveprojectiles 0 and Xon no longer uses engine physics, but I'll patch it there as part of some more stuck entity reworking.

Fixes #2774 (closed)

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