One of the new features in Xonotic 0.7 is an optional runtime dependency on dev-games/ode which provides in-games physics. ODE must be compiled in double precision. The following line added to RDEPEND should be sufficient: ode? ( dev-games/ode[double-precision] ) Reproducible: Always
Asked upstream about it, from #xonotic: <divVerent> ODE is btw not a new runtime dep <divVerent> it was even in nexuiz already <divVerent> but even xonotic 0.7 does not actually use it <divVerent> the engine detects it, but we have no code or maps using it <divVerent> except augenkrebs, which does not ship with xonotic :P <Nikoli> what is it, map? <divVerent> yes <divVerent> maps could use ODE objects for ages, but they suck gameplay-wise <divVerent> so no serious map has them <Nikoli> so should i add ode dep to xonotic packages? <MrBougo> execpt augenkrebs, which is 100% serious <divVerent> Nikoli: not needed <divVerent> use your own judgement there <divVerent> at 1.0 we maybe will use it if anyone does ragdolls <divVerent> it doesn't hurt adding it now <divVerent> and be it just helping mappers/devs play with it <MrBougo> ODE is still only used serverside, is it not? <divVerent> yes <Nikoli> and what about 'must be compiled in double precision'? <divVerent> that is a requirement, yes <Nikoli> ok, will add ode as optional dep <divVerent> DP simply cannot work with single precision ODE... even if you force it by compiling against the ODE headers <divVerent> which you can do BTW <divVerent> in world.c there is a #define to that, you can add its -D to the compile flags Added USE ode to xonotic ebuilds in gamerlay, please check if they work fine for you.
added an ode use flag for people who want this. thanks for the bug report.