A very ambitious request a new physgun constraint!
Opened this issue · 2 comments
Is your feature request related to a problem? Please describe.
Welding props in JBMod can be a particularly frustrating experience. While easy to do, simply making the props not collide with each other is easier said than done depending on the prop you're using. The reason why you may want to make props not collide with each other, is to allow for more ambitious buildings, constructions, and bases. As when the props collide with each other it makes for the source physics engine to act, and when it acts it doesn't act nice to constructions! So allow me to describe a solution!
I'll be honest I was a little hesitant to give this out as an idea, but I decided to anyways as I feel JBMod could greatly benefit from it.
Describe the solution you'd like
To not beat too much around the bush, and as the title implies a new physics gun constraint! This new physics gun constraint called the "collision disabler" as the name implies. When two props are attached using the collision disabler constraint, the two props will not collide with each other! These two props can still be effected by the other constraints though, such as the rope constraint, fixed, ballsocket etc. As with any constraint the collision disabler can be removed by pressing the use key on the physgun pellets. Reverting the attached props back to their original collision behavior.
Describe alternatives you've considered
An alternative to the collision disabler constraint, would be to make props that are welded together using the fixed constraint not collide with each other. However I see this as less optimal, as some contraptions later down the line in JBMod's future, past, and present could be at a disadvantage. They could rely on the fixed constraint colliding with other props to make their contraption work.
So I view this alternative as not a very good one. But there non the regardless, and I'm sure much easier to add than what I'm describing.
While easy to do, simply making the props not collide with each other is easier said than done depending on the prop you're using
Hold shift
While easy to do, simply making the props not collide with each other is easier said than done depending on the prop you're using
Hold shift
Oh wow I didn't know that, so holding shift makes two fixed props not collide with each other?