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Make buoys float again #440

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merged 3 commits into from May 7, 2018

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mole99 commented May 5, 2018

Until now buoys would just fall down, we need to apply the force with an impulse to make it work. To update the objects in debug mode, a tickPhysics function had to be created, like the vehicles already use.

Make buoys float again
Until now buoys would just fall down, we need to apply the force with an impulse to make it work. To update the object in debug mode, a tickPhysics function had to be created, like the vehicles already use.

@mole99 mole99 referenced this pull request May 5, 2018

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Buoys fall through the sea #401

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ShFil119 commented May 5, 2018

After some testing, it works fine for buoys.

As street lights are also InstanceObjects doesn't it cause side effects?
screenshot_20180506_004749
Actually I don't have physical access to windows. :(
Does street lights also float on water?

Btw Thanks for contribution. ;)

Prevent other objects than buoys from floating
As there is no way to distinguish whether an object should float on water or not, the names of the objects have to be hardcoded
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mole99 commented May 6, 2018

You are right, I haven't even thought about that!

With this change only buoys will float on water, later on we can add other objects which should float, but the issue for now was only concerning the buoys.

Unfortunately I had to hardcode the model name, but this already happens with the IslandLOD and should be therefore okay.

I do my best to improve this project ;)

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After small reformatting, it'll look good to me.


// Only certain objects should float on water
if ( floating )
{

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Can you reformat this?

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mole99 commented May 6, 2018

Sorry, force of habit.

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ShFil119 left a comment

LGTM

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darkf commented May 7, 2018

Thanks

@darkf darkf merged commit b7fb22f into rwengine:master May 7, 2018

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@mole99 mole99 deleted the mole99:buoys branch May 19, 2018

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