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Fix short raycasts missing large objects (#14339)
Increases the tolerance from one node to five nodes. Also optimizes the "sphere" used for pre-filtering entities to start in the middle of the line segment rather than at the start.
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@ -8403,6 +8403,8 @@ Player properties need to be saved manually.
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-- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
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-- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
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-- If `rotate = true`, it will match the object's rotation and any attachment rotations.
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-- If `rotate = true`, it will match the object's rotation and any attachment rotations.
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-- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
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-- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
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-- For server-side raycasts to work correctly,
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-- the selection box should extend at most 5 units in each direction.
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pointable = true,
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pointable = true,
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@ -1826,8 +1826,8 @@ void ServerEnvironment::getSelectedActiveObjects(
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const std::optional<Pointabilities> &pointabilities)
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const std::optional<Pointabilities> &pointabilities)
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{
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{
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std::vector<ServerActiveObject *> objs;
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std::vector<ServerActiveObject *> objs;
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getObjectsInsideRadius(objs, shootline_on_map.start,
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getObjectsInsideRadius(objs, shootline_on_map.getMiddle(),
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shootline_on_map.getLength() + 10.0f, nullptr);
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0.5 * shootline_on_map.getLength() + 5 * BS, nullptr);
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const v3f line_vector = shootline_on_map.getVector();
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const v3f line_vector = shootline_on_map.getVector();
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for (auto obj : objs) {
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for (auto obj : objs) {
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