I need some advice on what could be causing this crash for me.
I have not been able to reproduce this myself but i have 4000~ crash reports with this call stack in bugsplat:
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ScrapMechanic!_maxdot_large d:/deps/bullet3/src/linearmath/btvector3.cpp(425)
ScrapMechanic!convexHullSupport d:/deps/bullet3/src/bulletcollision/collisionshapes/btconvexshape.cpp(122)
ScrapMechanic!btConvexShape::localGetSupportVertexWithoutMarginNonVirtual d:/deps/bullet3/src/bulletcollision/collisionshapes/btconvexshape.cpp(292)
ScrapMechanic!btGjkPairDetector::getClosestPointsNonVirtual d:/deps/bullet3/src/bulletcollision/narrowphasecollision/btgjkpairdetector.cpp(142)
ScrapMechanic!btGjkPairDetector::getClosestPoints d:/deps/bullet3/src/bulletcollision/narrowphasecollision/btgjkpairdetector.cpp(78)
ScrapMechanic!btConvexConvexAlgorithm::processCollision d:/deps/bullet3/src/bulletcollision/collisiondispatch/btconvexconvexalgorithm.cpp(592)
ScrapMechanic!btCompoundCompoundLeafCallback::Process d:/deps/bullet3/src/bulletcollision/collisiondispatch/btcompoundcompoundcollisionalgorithm.cpp(207)
ScrapMechanic!MycollideTT d:/deps/bullet3/src/bulletcollision/collisiondispatch/btcompoundcompoundcollisionalgorithm.cpp(277)
ScrapMechanic!btCompoundCompoundCollisionAlgorithm::processCollision d:/deps/bullet3/src/bulletcollision/collisiondispatch/btcompoundcompoundcollisionalgorithm.cpp(354)
ScrapMechanic!btCollisionDispatcher::defaultNearCallback d:/deps/bullet3/src/bulletcollision/collisiondispatch/btcollisiondispatcher.cpp(301)
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for( index = 0; 0 == (test=_mm_movemask_ps( _mm_cmpeq_ps( stack_array[index], max))); index++ ) // local_count must be a multiple of 4
I have seen some people talking about problems with specific hulls.
https://code.google.com/archive/p/bullet/issues/657
I have some convex hull shapes that are completely flat with a margin. Could this be an issue?
The game is on windows.
Grateful for help!
/Pontus
Edit:
I got a save file from one of the users with a crash on start so I can finally debug this.
So far i have figured out that one of the colliding objects are a always a character controller (btActionInterface with a btPairCachingGhostObject).
The transform for the other object becomes all -1.#QNAN000 values.