Hey @
Timmy, sorry to bug you again... and this one is entirely coming from my code, because I know I didn't have this problem before I did my mega merge... but I was just wondering if you have any thoughts as to what I might have messed up. Since moving to Physx3 from 2.8 I've been having a long and complex battle with the finer settings, trying to get joints and collisions working - when I started things were straight falling through the floor, and joints were terrible, but I got most of my problems beaten into submission in my last build. However, now that I've dragged everything forward to current T3D HEAD and PhysX 3.3.4, my joints are still doing pretty good but my collisions seem to have gone away entirely. When I set a box on the ground and let it go dynamic, it falls right through the floor, or another box, and my ragdoll falls right through boxes and floor without slowing down or showing any sign of contact. I _think_ the ragdoll parts are successfully colliding against each other, but it could just be the joint limits giving that impression.
Anyway, like I said, nothing coming from any code you worked on, I'm sure it's operator error on my part, but if there's any settings or anything you can think of that would cause this behavior I'd be all ears. I can see the groundplane in debug render, and on the empty terrain map I can see the ground mesh, so I know PhysX knows about the objects... it just completely fails to collide them. In my first test before I ported in all my work, I did drop a box on the hill and it stopped and rolled down the hill, and in my old build I also had terrain collision working (mostly) fine. Very curious what I could have done to cause this one. :-p