Matt Filer
Matt Filer
Unfortunately this is a known issue. I'm not entirely sure on the fix just yet, and think it's something I'm yet to reverse engineer. In the meantime, you may be...
Let me know if you have any success. The only other lead I have atm is that doors are based on a `Door` entity function type, which could be doing...
The "delayed animation" you mention is actually an indicator that the game is loading in content behind the door. This loading is done via the scripting system's use of `Zone`...
Made a discovery related to this today which I'll post here to keep my thoughts in one place: - Swapping all internal resources to `resource` parameters produces the same collision...
> _Congratulations on making it on the game news (PC Gamer...) by the way!_ Thanks! RE the collisions: I think these were used at map compile time in order to...
Ok, I've found some more out about this! Doors contain a `PhysicsSystem` entity, which defines a `DYNAMIC_PHYSICS_SYSTEM` resource reference within the door composite, pointing to a physics system index. This...
In the spirit of keeping this issue updated - #268 has been created to cover the ground work for implementing the above changes.
Pinning this issue to mark that it's currently top priority.
I've been back looking at this again, and I've definitely narrowed it down to the PhysicsSystem entity. Its DYNAMIC_PHYSICS_SYSTEM resource (which actually gets applied to the entire composite) is defined...
I'm now correctly writing out to RESOURCES.BIN, COLLISION.MAP, and PHYSICS.MAP - and newly added doors are working! I'll tidy up the code and push it to staging soon.