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AEmitters that push can delete their parents

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#39 4 commentaires 0 réactions 0 personnes assignées Voir sur GitHub

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Évaluation

Difficulté
4/5
Temps estimé
3-5 jours
Accessibilité débutants
35/100
Type d'issue
Bug
Clarté
Plutôt claire
Activité
À l'abandon
Stack technique
cpp
Domaine
game-dev

Piste de recherche

Start by reproducing the issue with an attached AEmitter using PushesEmitter = 1 and JointStiffness = 1, following the listed steps with the particle count and velocity settings. Then inspect the force calculation path involving JointStiffness, which the report suspects may accumulate forces without clearing them. Done means the emitter and its parent remain present during the reproduction, without relying on damage or impulse settings that independently cause them to break.

Rédigé par le modèle d'indexation à partir du texte de l'issue.

Description

bug

Describe the bug
Given an AEmitter with particles set to "PushesEmitter = 1", if attached to another object, after a while both the AEmitter and the parent will cease to exist as if deleted, even if the overall impulse is not strong enough to trigger GibOnImpulse.
My theory is that something in the process of calculating forces applied with JointStiffness is adding all the forces and not clearing them.

To Reproduce

  1. Create an AEmitter that emits a particle set to "PushesEmitter = 1" (I've used Tiny Smoke Ball 1 at min/max vel = 10)
  2. Set the particle count to something strong enough to be noticeable but not strong enough to gib/rip (I've used 8000)
  3. Give it JointStiffness = 1 to ensure all forces are being sent to the parent
  4. Attach it to an attachable (Like a Ronin's head)
  5. Spawn the unit and wait for a bit

Expected behavior
The Aemitter and its parent not getting deleted from reality

Screenshots
Bug

The health lowering is because I was using an AEmitter set to damage it's parent through it's emissions. It shouldn't have any baring on this issue.

Additional context
Atm I've only been able to consistenly reproduce it with heads and objects attached to heads. I've tried adding it to stuff like legs or torsos but either their threshold is higher or they don't suffer from this issue.

Langage dominant
C++
Étoiles
329
Forks
47
Merge moyen
6 j 10 h
PR mergées (30 j)
14

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