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BrandonPacewic
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Tests are currently failing, looks like it might be similar to #1222 but want to confirm.
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@BrandonPacewic @azaleacolburn this PR just requires merge conflicts resolution, correct? |
BrandonPacewic
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After looking into the tests I think this is a separate issue and one that is introduced by this PR. Please take a look.
…/game-piece-asset-support
| let rn: RigidNode | null = null | ||
| rg.occurrences!.forEach(y => { | ||
| rg.occurrences!.reduce<RigidNode | null>((rn, y) => { | ||
| const currentRn = this._partToNodeMap.get(y)! | ||
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| rn = !rn ? currentRn : currentRn.id != rn.id ? this.mergeRigidNodes(currentRn, rn) : rn | ||
| }) | ||
| return !rn ? currentRn : currentRn.id != rn.id ? this.mergeRigidNodes(currentRn, rn) : rn | ||
| }, null) |
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This was also a refactor
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BrandonPacewic
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When I click on Configure Assets and go to the Pieces tab all I see is the current field. If I select it I don't see any other options:

When spawning fields the game pieces don't appear to be aligned properly. I remember this coming up in discussions at one point but I don't remember what the conclusion of it was.
This issue is caused by the transform on the part instance being miscalculated in the exporter. This wasn't an issue before since we used the field rigid node rather than the independent part transform. The pieces aren't off by a consistent amount across fields, so here's what I'm going to do:
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100th comment. End comment. |
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101 dalmatians |
Description
Game pieces are now treated as separate assets from the field, they are able to be spawned, deleted, cached, etc, all on their own.
Objectives
Testing Done
Note
Fields no longer spawn with a transform gizmo attached
AARD-1902