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Constraint Tools: decide how to unify them #57

@Nebual

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@Nebual

Currently SandboxPlus has both the Constraint Tool (modelled after Gmod's "(Easy) Precision Tool"), which can switch between any constraint, and standalone also has a Weld, Rope, and Wheel tool (which is basically just "make an axis" and spawn a wheel prop, right now).

The older Weld (and Rope/Wheel) tools create Sandbox.FixedJoint, rather than Sandbox.Physics.FixedJoint - the two have slightly different API's, and while the former appear to be a "component wrapping the underlying PhysicsJoint", unfortunately the inner joint is private so there isn't a practical way to convert between the two. We need to standardize on one set, so things like "Physgun unfreeze all connected" or "Dupe all connected" or "Break weld" can operate on 1 set of joints rather than 2.

Open Questions for debate:

  1. Which type of constraint: Joint (component) or PhysicsJoint (underlying), should we use?
  2. Is it helpful to players having "Weld" and "Constraint Tool - in Weld mode" as two separate tools, assuming they were compatible and did the same type of constraint?

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