works nice & smooth unless we encounter logical circles
well, because of function pointers re-hooking i could not debug that in detail
may be DAG or modifier stack is .. dunno
anyway
did abuse pd->pad bit 1 ( i hope this was 'real' padding till now )
to get SoftBodyDetectCollision(..) use mesh_get_derived_XXX [in effect.c] ..[*sigh* (the linetriangle() func is there)
..]
and put that to the deflection panel (blush .. i would have decapted anyone in my team doing stuff like that)
to defend this commit:
it makes you aware of problems ahead
having code that works/doesn't (on some conditions) is is usefull to look at
i think code is OK , so the problem is either
a. me not understanding
b. real
for locical circles see files -->
http://wund.privat.t-online.de/bt/WorkFine1.blendhttp://wund.privat.t-online.de/bt/WorkFine2.blendhttp://wund.privat.t-online.de/bt/WorkCrash.blend