Hey,
after updating Bullet Physics to the latest version something how static trimesh collisions are handled must have changed.
My game uses the static trimesh for level collisions. That weird collision behavior was introduced after updating bullet to the newest master (of this git repo). Video as reference: https://youtu.be/9HOU5IksyBo
changing substeps/ fixed time step does not yield any difference.
[UPDATE: After testing different versions i can tell that this bug occurs starting with version 3.22]
Hey,
after updating Bullet Physics to the latest version something how static trimesh collisions are handled must have changed.
My game uses the static trimesh for level collisions. That weird collision behavior was introduced after updating bullet to the newest master (of this git repo). Video as reference: https://youtu.be/9HOU5IksyBo
changing substeps/ fixed time step does not yield any difference.
[UPDATE: After testing different versions i can tell that this bug occurs starting with version 3.22]