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4e33746634
This is basically applying the same fix as `vector<-cspace!`, which we've been doing since jak 1. They often make bugs where they use bones before they are properly initialized. On PS2, it's relatively harmless - it results in stuff going to the origin for 1 frame (where it collides with nothing, since the collide cache was filled somewhere else), then going back to normal. On PC, using these uninitialized bones results in NaNs. This is because `0 * (1 / w)` where `w = 0` done in the `update-transforms` is `NaN` on PC, but 0 on PS2. These NaNs propagate to the velocity, and you get stuck with everything being NaN. ![image](https://github.com/user-attachments/assets/f575fed5-4543-4f72-b7d1-c5c8be8036f8) Co-authored-by: water111 <awaterford1111445@gmail.com> |
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.. | ||
build | ||
dgos | ||
engine | ||
kernel | ||
levels | ||
lib | ||
pc | ||
compiler-setup.gc | ||
game.gp | ||
kernel-defs.gc |