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Headless Jolt physics regressions and soak scene (PH-F36) - #1
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Rebuilt against win64-msvc19-0.9.2-abi2-dev and published to the registry. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
… and ragdolls, capsule and rope validation, collision cache fixes; 1.2.2 for engine 0.11.2
…eak, buoyancy, character and lifecycle groups, a soak scene and a CI entry script (PH-F36)
…buffered output, boat lift scaled to mass, open R1 items listed
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PH-F36: headless physics regressions and soak gate
Extends the existing
JoltP0Teststarget intoJoltTests, one executable that links the realplJoltPluginand drives it throughplWorld. It needs no editor, no GPU device and no package store.Groups (127 checks)
p0,stacking,layers,triggers,queries(every query type),breaks,buoyancy(30/60/144 fps),character(steps, ramps, platform, teleport),lifecycle.--stress <s>runs a soak scene (body and joint churn, ragdoll components, walking character, 200 m overlap/raycast sweep).CI
Tests/Run-JoltTests.ps1plus.github/workflows/jolt-tests.yml(self-hosted Windows runner,PLASMA_SDK_ROOTrepo variable). The workflow itself has not run on a runner yet.Results (local, main checkout as SDK)
Open R1 items (checks written against intended behaviour; only
--strictfails on them)GetGravity()returns a hard-coded -10m_bIgnoreInitialOverlapsweeps still report the shape they start inReduceMax()of the solver lambda (negative under load) and is a per-step impulse, not newtonsRaycastAllalso reports each convex shape twice (entry and exit); tests count distinct actors.Not covered (needs assets)
Ragdoll with real skeletons, glass slabs under fire, contact-damage destructibles, the AI voxelizer itself. See
Tests/README.md.