Crash fix + Added install.md

[+] Added install.md to help users install Volt.
[#] Fixed a crash
[#] Set m_bSimulating to true after m_ContactListener.PostSimulationFrame()
This commit is contained in:
RaphaelIT7 2023-10-01 21:32:42 +02:00
parent cc791dd311
commit 2ee44fc1fa
3 changed files with 31 additions and 8 deletions

20
install.md Normal file
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@ -0,0 +1,20 @@
# Installing Volt
## 32bit Game
1. Download the latest [release](https://github.com/Joshua-Ashton/VPhysics-Jolt/releases)
2. Copy the contents of the zip into the game's root directory and replace all files.
## 64bit Game
1. Download the latest [release](https://github.com/Joshua-Ashton/VPhysics-Jolt/releases)
2. Copy all files located in the bin folder (from the ZIP) into the bin folder the game uses.
NOTE: The path could be `bin/win64` or `bin/linux64`
## Gmod Dedicated Server
1. Download the latest [release](https://github.com/Joshua-Ashton/VPhysics-Jolt/releases)
2. Copy all files located in the bin folder (from the ZIP) into the bin folder the game uses.
NOTE: The path normal is `bin` could be `bin/win64` or `bin/linux64` if you use the `x86-64` Branch.
3. Remove the `vphysics_srv.dll` and rename the `vphysics.dll` to `vphysics_srv.dll`.
NOTE: on Linux it will be `vphysics_srv.so`

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@ -765,12 +765,12 @@ void JoltPhysicsEnvironment::Simulate( float deltaTime )
HandleDebugDumpingEnvironment( VJOLT_RETURN_ADDRESS() );
m_bSimulating = true;
// Funnily enough, VPhysics calls this BEFORE
// doing the simulation...
m_ContactListener.PostSimulationFrame();
m_bSimulating = true;
// Run pre-simulation controllers
for ( IJoltPhysicsController *pController : m_pPhysicsControllers )
pController->OnPreSimulate( deltaTime );
@ -818,8 +818,9 @@ void JoltPhysicsEnvironment::Simulate( float deltaTime )
// If the delete queue is disabled, we only added to it during the simulation
// ie. callbacks etc. So flush that now.
// RaphaelIT7: We need to delete all dead objects after simulating everything, or else Jolt freaks out for some reason.
if ( !m_bEnableDeleteQueue )
DeleteDeadObjects();
DeleteDeadObjects(true);
#ifdef JPH_DEBUG_RENDERER
JoltPhysicsDebugRenderer::GetInstance().RenderPhysicsSystem( m_PhysicsSystem );
@ -1430,11 +1431,13 @@ void JoltPhysicsEnvironment::RemoveBodyAndDeleteObject( JoltPhysicsObject *pObje
delete pObject;
}
void JoltPhysicsEnvironment::DeleteDeadObjects()
void JoltPhysicsEnvironment::DeleteDeadObjects( bool delBodies )
{
for ( JoltPhysicsObject *pObject : m_pDeadObjects )
RemoveBodyAndDeleteObject( pObject );
m_pDeadObjects.clear();
if (delBodies) {
for ( JoltPhysicsObject *pObject : m_pDeadObjects )
RemoveBodyAndDeleteObject( pObject );
m_pDeadObjects.clear();
}
for ( JoltPhysicsConstraint *pConstraint : m_pDeadConstraints )
delete pConstraint;

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@ -172,7 +172,7 @@ public:
private:
void RemoveBodyAndDeleteObject( JoltPhysicsObject* pObject );
void DeleteDeadObjects();
void DeleteDeadObjects(bool delBodies = false);
template <typename T>
void AddPhysicsSaveRestorePointer( uintp oldPtr, T* newPtr );