And what will be done?
I’ve been using GetPartsInPart since this was created and this bug has now been introduced, which MAKES MY GAME UNVIABLE as it is!
However, @tnavarts is saying this won’t be fixed?
In general, your code should be written to tolerate floating point imprecision - that is, we can’t guarantee that every floating-point calculation done in the engine will come out exactly the same within a margin, but we do our best to prevent these types of changes from causing breakage.
In this case, we’re in the process of improving how part collisions are detected and processed. This change made the collision detection more consistent between different part types, but also introduced a behavior difference wrt how exactly-touching faces are handled.
It would help us to know how this corner case is being used. Why don’t you expect exactly-touching faces to report an intersection?
My game allows the player to insert tiles side by side using the mouse.
No floating point issues there, as each tile is placed at an absolute number forcibly rounded to every 5 integer studs (0, 5, 10, etc.).