korman should prevent exporting dynamic physicals with a weight of 0
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- Dominant language
- Python
- Stars
- 35
- Forks
- 17
- PR merge metrics
- No merged PRs in 30d
Description
plPhysX will crash the game in IInitActor if an object is marked as being dynamic but has a weight of 0.The default state for physicals in korman is to have a weight of 0, and it's easy to turn on the Dynamic checkbox and not think about it.
On more than one occasion I've had to build my own client and use a debugger to track down why the client is crashing, only to discover that it's because I forgot to give an object a weight.
korman should warn about these on export, or show a warning message when turning on the Dynamic checkbox if the weight is 0.
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First steps
- Read the whole issue, then the project's contributing guide.
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- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Locate the export validation path and the Blender UI handling for the Dynamic checkbox. Reproduce an export with a dynamic physical whose weight is 0, then determine which warning behavior is used. Done means the invalid combination is clearly reported before plPhysX can crash the game.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender, python
- Domain
- game-dev, tooling
- Issue type
- Feature
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 55/100