P0 - Division by zero fixes: - Clamp PhysMaterial->Density to min 0.001 before division - Clamp MuzzleVelocity averages to min 1.0 in all divisions - Clamp PhysMaterial->Restitution to [0, 1] P1 - Edge case guards: - Stop bullet immediately when velocity is near-zero (prevents NaN) - Handle near-zero cross product at very shallow grazing angles - Handle zero-length bounceAngle in ricochet calculation P2 - Improvements: - Fix typo: BlockTIme -> BlockTime - Add incidence angle factor to penetration depth: grazing shots penetrate less (5% at ~5deg) while head-on shots get full depth Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Description
No description provided
Languages
C++
61%
HTML
20.8%
Python
16.3%
C#
1%
Batchfile
0.9%