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splashes do not get deleted #1954

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Duion opened this Issue Feb 24, 2017 · 7 comments

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@Duion
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Duion commented Feb 24, 2017

When something enters water there is a splash effect you can use which uses its own splashData class, similar to explosionData, but the problem with those are, they do not get deleted in the engine, so they accumulate over the whole gametime.
To replicate the issue add some "Splash =" to your projectileData or use the playerSplash that happens when a player jumps into water, then you create some splashes by shooting or jumping into the water, when you are done, go to the editor-> particle editor and load the splashParticle and set the emitter to "infinite" and then you will see all splashes you made before in the game are active again.
It will look simething like this:
http://duion.com/files/temp/bugs/bulletsplashbug.png

Possible solution is to delete that class and just use explosionData for those, since that is what is used for all other explosions as well and splashData and explosiondata are basically the same it seems.

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Duion Feb 24, 2017

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I could reproduce it with the 3.10 release template, maybe someone else could try to reproduce it as well just to make sure. In the default template it is the "PlayerSplashMistEmitter" which appears when you jump into water.

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Duion commented Feb 24, 2017

I could reproduce it with the 3.10 release template, maybe someone else could try to reproduce it as well just to make sure. In the default template it is the "PlayerSplashMistEmitter" which appears when you jump into water.

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elfprince13 Mar 4, 2017

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That looks like a fun resource leak!

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elfprince13 commented Mar 4, 2017

That looks like a fun resource leak!

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Duion Mar 4, 2017

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I disabled those for my game for now and in the long run this should probably be removed and replaced with regular explosion datas, since they do the same and explosions work.

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Duion commented Mar 4, 2017

I disabled those for my game for now and in the long run this should probably be removed and replaced with regular explosion datas, since they do the same and explosions work.

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Azaezel Mar 4, 2017

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Azaezel@4a419f4 -> https://www.youtube.com/watch?v=doqiI6AHs40&feature=youtu.be

bit of factfinding if folks wanna run with that route

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Azaezel commented Mar 4, 2017

Azaezel@4a419f4 -> https://www.youtube.com/watch?v=doqiI6AHs40&feature=youtu.be

bit of factfinding if folks wanna run with that route

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petrifiedroadkill Mar 5, 2017

Is it because its only being deleted on the server? Take a look at void Splash::processTick(const Move*) and that first if statement.

petrifiedroadkill commented Mar 5, 2017

Is it because its only being deleted on the server? Take a look at void Splash::processTick(const Move*) and that first if statement.

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elfprince13 Mar 6, 2017

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I think @Duion is correct that there probably don't need to be separate classes for splashes and explosions unless they expose differing functionality.

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elfprince13 commented Mar 6, 2017

I think @Duion is correct that there probably don't need to be separate classes for splashes and explosions unless they expose differing functionality.

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Azaezel Mar 7, 2017

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I suspect the tie in conversation for this is going to wander for a bit given it ties quite strongly into overhaul work, so asked @Areloch to throw up an RFI: http://forums.torque3d.org/viewtopic.php?f=40&p=7679#p7678 to hash out long term specifications.

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Azaezel commented Mar 7, 2017

I suspect the tie in conversation for this is going to wander for a bit given it ties quite strongly into overhaul work, so asked @Areloch to throw up an RFI: http://forums.torque3d.org/viewtopic.php?f=40&p=7679#p7678 to hash out long term specifications.

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