a quick question, is the “join surfaces” a permanent setting to turn on and off for parts or models that are not wanted to be welded together? (i hope so…)
I understand the concept but what is the general use for this, is it to make building easier, if so mind showing an example. I will try my best to find out new ways to use this.
I work with mesh vehicles using A-Chassis.
As of around 6 PM today, several games that I play and a car development community reported that cars refused to move at all when spawned. One of the community members said it might be because the wheels are being welded to the Baseplate.
Is this a likely issue, and if so, how can we roll out a fix? Many games use the same cars, so a bug like this could be affecting at least 30-40 games immediately if the issue is with the cars.
Edit: what might be a fix is turning off Join Services and then use F3X in-game to move whatever’s directly under the spawned car. However, this is obviously not viable in the long-term.
Not sure if it’s related to this change, but people spawning in my game have their feet welded to the terrain.
https://gyazo.com/814116db640e8d511bb475d792a04b2d
As funny as it looks, they can’t move unless they remove the terrain block they spawned on.
The units in my game are getting welded to other parts in my map. I tried making everything smooth to no effect.
Please undo this/fix the issue. It is making my game unplayable.
Will this problem be returning if/when these changes are rolled out?
Hope it won’t because Broken will go into another drain.
Just out of curiosity, what was the problem that caused these welding issues? Did MakeJoints accidentally get changed to weld everything?
No, we will make sure that this issue does not occur, its a bug.
The parts welding on insertion is on by default for clients (its on by default in Studio too, but it can be disabled), so that caused more things to be welding that weren’t before. I’ll let you know whatever the new solution is.
I thought that inserting models didn’t weld them to other things by default, unless the tool that inserts them manually creates the welds. This blows my mind. How would I reproduce this behavior?
Remember that joints were changed to be explicit and everything (models and worlds) that once used implicit surface joints are now automatically welded upon loading?
Maybe the backend that automatically converts old models to explicit joints depends on something that was changed in the update.
this was also a concern of mine, everything becoming solid objects, wheels welded to the frame and the ground, i honestly dont see why all this is necessary, i used surface welds and what not since 2010 and i never had a problem or complaint, i had full control over what a part is welded to, and what said part wont weld to, i get that your trying to simplify the system, but this is TO simple, having a part weld to everything automatically, and completely out of our control seems just ridiculous and a annoyance.
There are WeldConstraints. You can visually control which blocks are joined with them. You can even join a group of intersecting parts together by selecting all the parts and then clicking the create WeldConstraint option on the Model tab.
This allows you to visually edit joints as you see fit without accidentally joining your models to other things.
Of course, I believe it is possible for a plugin to visually-display legacy joints, such as those created while dragging bricks around in Studio, so you can break the ones you don’t want.
Though the WeldConstraints linger around when you duplicate and drag parts, you can quickly find and break them, which makes up for the extra effort.
ok, so dues the automatic welding permanently stay as something you can turn on and off on top of this?
Automatic welds are created with legacy welds. You can’t see them visually without a plugin, but they are automatically created and broken as you drag blocks around.
In constrast, WeldConstraints are completely manual. They don’t automatically break, and you need to create them with some button clicks as I described before, but you can see them visually using only built-in tools.
The sole exception I know of to their manual nature is that Explosions automatically break them by disabling them.
Heads up, we haven’t forgotten about this and we plan to globally release this tomorrow!
The previous bug was related to MoveTo
, and has been fixed.
Hello, I just wanted to ask for a heads up on what to do if my game relies heavily on surface-types? Joining to outsiders seems to join smooth against smooth surfaces which is not ideal for major areas of my game. It’s following the brick-built style of classic games and the original surfaces worked perfectly.
Thank you!
If you game relies on building using original surface joints during gameplay, then you can use MakeJoints
to still create the legacy joint types based on surfaces. This is described in the original thread. There’s also a reply that has a code example on how to recreate the original JoinToOutsiders
behavior with MakeJoints
. There may be other solutions for your case but I don’t know a lot of the details.
Thank you! I will put this to use.
I’ve noticed recently that random welds have started to appear on parts, even when the parts are anchored.
Does this have anything to do with this update, and is there any way to disable it?
It’s kind of annoying and messes with my game.