ValveSoftware / ValveSoftware/source-sdk-2013
[Any] VPhysics x64 crashes in 2 places when vehicles are not modelscale 1.0
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- Dominant language
- C++
- Stars
- 10k
- Forks
- 3k
- Avg merge
- 8d 11h
- Merged PRs (30d)
- 2
Description
VPhysics crashes in 2 points with NULL access or other access violations.
First place is: fourwheelvehiclephysics.cpp inside bool CFourWheelVehiclePhysics::Think()
m_pVehicle->Update( gpGlobals->frametime, m_controls);
which is: void IPhysicsVehicleController::Update( float dt, vehicle_controlparams_t &controls )
The second place is any function that uses: IPhysicsFrictionSnapshot *IPhysicsObject::CreateFrictionSnapshot()
To test on any Source Engine game that uses VPhysics x64 and has the model + vehiclescript use:
ent_create prop_vehicle_jeep model models/buggy.mdl vehiclescript scripts/vehicles/jeep_test.txt modelscale 0.5
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Reproduce the crash in a Source Engine game with the provided ent_create command and modelscale 0.5. Then inspect fourwheelvehiclephysics.cpp in CFourWheelVehiclePhysics::Think(), IPhysicsVehicleController::Update(), and callers of IPhysicsObject::CreateFrictionSnapshot(). Done means the two reported access violations no longer occur with the non-1.0 model scale.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100