Darn, it's gettin tricky. The camera entity is breaking trough the ceil when the player is crawling trough aircondition shafts and other small gangways. The camera (head) has its own collision because using one COllision radius only for the whole player would require to alter the collisionradius of it at runtime due to crouching, and this would result in fall-trough floor artifacts, which is even worse than breaking trough the ceil.
I am really stuck with this problem. I can deactivate the realtime shadows by hitting f10, and then it works without any problems.
Even when I shoot all casting Chars and their casters are removed and the framerate rises to the same like when realtime shadow are turned off, this still happens. So now I guess it's not the framerate. I also checked if the shadow include file does alter the entitytype of radius of the camera, but that's not the problem.
I simply can't track this bug down. Any ideas?
I am really stuck with this problem. I can deactivate the realtime shadows by hitting f10, and then it works without any problems.
Even when I shoot all casting Chars and their casters are removed and the framerate rises to the same like when realtime shadow are turned off, this still happens. So now I guess it's not the framerate. I also checked if the shadow include file does alter the entitytype of radius of the camera, but that's not the problem.
I simply can't track this bug down. Any ideas?