ErhanK Posted March 30, 2019 Share Posted March 30, 2019 This bug occurred after upgrading to version 4.6. When I apply force to it, it seems to apply it to the object in a fixed and inverse direction. 1 Link to comment Share on other sites More sharing options...
Yue Posted March 30, 2019 Share Posted March 30, 2019 That just implies they're close, a little humor. Link to comment Share on other sites More sharing options...
Josh Posted March 31, 2019 Share Posted March 31, 2019 This is a feature. The engine determined that your game was not exciting enough and an advanced AI system was used to jazz it up a little bit. ? My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ErhanK Posted March 31, 2019 Author Share Posted March 31, 2019 Anyway, this doesn't look odd because of the concept of my game. People can think of it as a ghost. 1 Link to comment Share on other sites More sharing options...
Josh Posted April 4, 2019 Share Posted April 4, 2019 Okay, I am seeing the same thing in the example map. Standby... My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 4, 2019 Share Posted April 4, 2019 I have reported this here: http://newtondynamics.com/forum/viewtopic.php?f=9&t=9398 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Yue Posted April 4, 2019 Share Posted April 4, 2019 Something to add, it happens the same with my character, but the strange thing is that if I have activated the mesh vision for the purification of physics, it doesn't happen. Link to comment Share on other sites More sharing options...
Yue Posted April 4, 2019 Share Posted April 4, 2019 I'm going to try to describe the discovery made. My character kicks and carries boxes, the process of carrying implies that I remove the shape at the time of picking up the box, then takes his box on his head to another place, when he throws his box to the ground, the shape is created again and is assigned to the box. The error happens with the initial box created in the editor, where the box floats if the player is on top of it, however when throwing the box and creating the new shape that is assigned to that box, the error does not happen. Translated with www.DeepL.com/Translator Link to comment Share on other sites More sharing options...
Yue Posted April 4, 2019 Share Posted April 4, 2019 Test Box.mp4 Bug finder. 1 1 Link to comment Share on other sites More sharing options...
Josh Posted April 6, 2019 Share Posted April 6, 2019 Still investigating... 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 6, 2019 Share Posted April 6, 2019 Okay, looks like it was a bug in Newton due to a change that was made for the new parallel solver, and thanks to you guys it is fixed. I will have an update out soon. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 7, 2019 Share Posted April 7, 2019 Bug is still active, working with Julio to resolve... 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
mdgunn Posted April 8, 2019 Share Posted April 8, 2019 Flying objects is the reason Forth is not moving to 4.6 right now. Good to know it's getting attention. Thanks! 1 Link to comment Share on other sites More sharing options...
Josh Posted April 10, 2019 Share Posted April 10, 2019 Fix is now on beta branch. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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