Page 1 of 1

updateConnectedObjects glitch

Posted: Sun Nov 27, 2016 9:06 pm
by nerdist
when you use .SetWorldPosition(Vector2, true); or .SetAngle(float, true); on an object that is properly connected to a RailJoint or a ElevatorPathJoint, each static object in the map, that is connected by a Pulljoint to another object will update as well. even though these objects aren't connected in any way.

Image

I know this bug seem on the bottom of your priorities but it is totally ruining a project that am doing.

Re: updateConnectedObjects glitch

Posted: Sun Nov 27, 2016 11:10 pm
by Gurt
We have not experienced any problems by moving connected objects, see the map Subway for example. When we reset the train we move the train by using the updateConnectedObjects parameter.

As I don't know what you have done, what you're trying to do and how you did it (same goes for any reported bugs related to custom map making) I will not dig into this any further without you providing a sample map. That's why it's important to read the rules:
 ! Message from: Gurt
Additional rules: If the bug is related to custom map-making then include a download link to the map illustrating the problem.
The map should be bare-bone - only include what's necessary in the map to illustrate the problem.

Re: updateConnectedObjects glitch

Posted: Mon Nov 28, 2016 12:22 pm
by nerdist
Subway map didn't have any pulljoints that's why there was no problems.
bug showcase link: https://www.mediafire.com/?tqc1q88l1sxe11g

Re: updateConnectedObjects glitch

Posted: Sun Dec 04, 2016 2:09 pm
by Gurt
Thanks for the map sample. For some reason the updateConnectedObjects begun to scan joints connected to the world in certain situations.
Fixed after Alpha 1.1.1b.