Game Development Community

TGEA 1.7.0 Beta 1 Bug - debris and bad boxes

by Kirk Longendyke · in Torque Game Engine Advanced · 03/28/2008 (11:27 am) · 0 replies

This one takes a bit of scource modification, so wouldn't show up in normal testing, but:
there seems to be an underlying bug with the mObjBox allocation when mounting one destructable object onto another and destroying it. Quichack fix, is to toss in:
bool Debris::onAdd()
{
...
   if( mDataBlock->shape )
   {
      mShape = new TSShapeInstance( mDataBlock->shape, true);
   }

   if( mPart )
   {
      // use half radius becuase we want debris to stick in ground
      mRadius = mPart->getRadius() * 0.5;
      mObjBox = mPart->getBounds();
   }
   
   if (!mObjBox.isValidBox()) mObjBox = Box3F(-1, -1, -1, 1, 1, 1); //lockup prevention for oddball cases

   resetWorldBox();

   mInitialTrans = getTransform();
...
}

not real sure if theres anything *stock* that uses it in that manner, but does royally play havoc with the turret-mounting rescource.