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updateConnectedObjects glitch

Here you can find all solved gameplay problems and bugs (beginning from Pre-Alpha 1.8.8).
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nerdist
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updateConnectedObjects glitch

Post by nerdist » Sun Nov 27, 2016 9:06 pm

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.
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Gurt
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Post by Gurt » Sun Nov 27, 2016 11:10 pm

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.
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nerdist
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Post by nerdist » Mon Nov 28, 2016 12:22 pm

Subway map didn't have any pulljoints that's why there was no problems.
bug showcase link: https://www.mediafire.com/?tqc1q88l1sxe11g
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Gurt
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Age: 36

Post by Gurt » Sun Dec 04, 2016 2:09 pm

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.
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