Describe the bug:
Calling DestroyThruster does not destroy thrusters anymore. AutoDestroy still works though.
How do you cause this bug?
-
Drop a mesh into the world - use something pretty big so its easy to interact with.
-
Set Physicsenabled on the mesh
-
Override mass and set the mass to 1
-
Create a script on the mesh called thrusterTest and use this code:
local ThrusterTest = {}
-- Script properties are defined here
ThrusterTest.Properties = {
-- Example property
--{name = "health", type = "number", tooltip = "Current health", default = 100},
}
--This function is called on the server when this entity is created
function ThrusterTest:Init()
self.thruster = self:GetEntity():CreateThruster()
self.thruster:SetForce(Vector.New(0,0,1000))
end
function ThrusterTest:OnInteract()
self:GetEntity():DestroyThruster(self.thruster)
print(self.thruster, "<---This should be nil, but it is not")
print("Mesh still floating away. :( ")
end
return ThrusterTest
- Start the preview, the mesh will begin to float away. Run up to it and interact - it should drop to the ground but it does not.
Screenshots / video of bug:
Which platform: PC / Stadia
PC
Which input: Controller / keyboard + mouse
KBM
Your Crayta username:
DryCoast
Game seen in (including “Hub” or “Editor for XYZ”):
Editor
How regularly do you see this? (E.g. 2/3 times - please try 3 times if possible):
3/3
Time + date seen:
December 9th 2022
Version number (found in Help tab in Settings):
0.h2.65.135119
(PC only) hardware specs (upload dxdiag file if possible - Open and run DxDiag.exe - Microsoft Support):
Remember!
The more information you provide, the more likely it is that this bug can be fixed quickly! Also, if this was discussed in Discord / Reddit / elsewhere, it might help to include a screenshot of that discussion!