nikita-one
nikita-one
Here is the mesh's wireframe. I don't see anything special about it, but maybe it helps: 
> That's unexpected and it looks like a bug. Would you have a repro by any chance? Like maybe that mesh as a OBJ file? Sure. [Here it is](https://drive.google.com/drive/folders/1d_eOoOLCN1eaP025tGS-VVyg2u7vBVJz?usp=sharing). The...
Oh, sorry, I think I forgot to triangulate the mesh before exporting. >_< In my simulation I use triangulated version, I have [uploaded it](https://drive.google.com/drive/u/0/folders/1d_eOoOLCN1eaP025tGS-VVyg2u7vBVJz) . Checked it in Blender, I...
I am using 4.1.2 (the latest commit in 4.1 branch). Here is what I have: > ===MESH INFO=== ACTOR GLOBAL POSE: [(0 0 0), (0 0 0 1)] SHAPE LOCAL...
Same code but with very small rotation added to mesh actor produces correct block distance: > ===MESH INFO=== ACTOR GLOBAL POSE: [(0 0 0), (5E-05 0 0 1)] SHAPE LOCAL...
I figured out how to use pvd, so I have also [uploaded a pxd2 recording](https://drive.google.com/drive/u/0/folders/1d_eOoOLCN1eaP025tGS-VVyg2u7vBVJz), maybe that one would help with repro.
Good to hear! This bug is not a show stopper for us, but it would be nice to learn what causes this, so we can come up with decent workaround...
Good news. Sadly, we can not migrate any time soon. Any chance you can share some details about what caused this problem and what fixed it? Maybe it will help...
You also probably need to multiply by 3 in dtPointInPolygon method and in other similar methods: ``` public static bool dtPointInPolygon(float* pt, float* verts, int nverts) { return dtPointInPolygon(new ReadOnlySpan(pt,...
Another major bug is in connectIntLinks method: ``` // Skip hard and non-internal edges. if (poly->neis[j] == 0 || (poly->neis[j] & DT_EXT_LINK) != 0) //