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Fixed Pilus Physics Size #1373
Fixed Pilus Physics Size #1373
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I'd say this works just fine from a quick testing
One worry with this that I have is that this impacts performance a lot. I think that adjusting the size is a good thing, but if each cell that is growing gets their pilus physics recreated each frame, that's not super nice. Instead I think that the pilus could also be made so that it doesn't change size when it grows and just keep the initial size adjustements from this. |
The debug draw has been broken for cells from the start. I reopened the issue about that: #1095 |
Heh, didn't think of that. Well looks like those has to be fixed I guess |
Yeah I could change it like that. It was adding the shape every frame before my commit though, but I agree with your reasoning. I'll try and make the Pilus not grow. Maybe it's best done by adding a "ShouldScale" flag to the organelles. I seem your posts about the debug draw, pain in the butt! My solution works for very temporary testing purposes (adding a mesh and applying the same transforms that you apply to the CollissionShape). Will be great when all the physics stuff is sorted out. |
It's definitely a bug if it is readding the pilus each frame, it should only add it again if the position where it should be changed. 👍 for organelle flag controlling if an organelle visually grows or not, should also be applied to the nucleus. |
…t not for the collission shape at the moment.
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Seems good in-game no errors or anything
Ok - OnPositionChanged no longer gets called every frame. Hopefully this helps the flagella as well. |
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Code is good. @Kasterisk could you recheck that gameplay still works?
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It plays fine
Pilus physics size now takes into account the organelles scale.
There is a commit here that uses a really crappy debug mesh that matches the pilus physics cylinder (because no matter what I did I couldn't get Debug Collision Shapes to show the damn cylinder).
Small (no scaling):
Just before splitting:
Closed #1064