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https://github.com/mwpenny/portal64-still-alive.git
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make fizzler width scale with blender scale & fix rendering bug which used to cause fizzlers from disappearing at some viewing angles
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@ -156,7 +156,7 @@ void fizzlerInit(struct Fizzler* fizzler, struct Transform* transform, float wid
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collisionObjectUpdateBB(&fizzler->collisionObject);
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collisionSceneAddDynamicObject(&fizzler->collisionObject);
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fizzler->maxExtent = (int)(width * SCENE_SCALE * 0.5f);
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fizzler->maxExtent = (int)(maxf(0.0f, width - 0.5f) * SCENE_SCALE);
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fizzler->maxVerticalExtent = (int)(height * SCENE_SCALE);
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fizzler->particleCount = (int)(width * height * FIZZLER_PARTICLES_PER_1x1);
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@ -203,7 +203,7 @@ void fizzlerInit(struct Fizzler* fizzler, struct Transform* transform, float wid
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}
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fizzler->oldestParticleIndex = 0;
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fizzler->dynamicId = dynamicSceneAdd(fizzler, fizzlerRender, &fizzler->rigidBody.transform.position, sqrtf(width * width + height * height) * 0.5f);
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fizzler->dynamicId = dynamicSceneAdd(fizzler, fizzlerRender, &fizzler->rigidBody.transform.position, sqrtf(width * width + height * height));
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dynamicSceneSetRoomFlags(fizzler->dynamicId, ROOM_FLAG_FROM_INDEX(room));
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@ -117,14 +117,14 @@ sk_definition_writer.add_definition('elevators', 'struct ElevatorDefinition[]',
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local fizzlers = {}
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for _, fizzler in pairs(sk_scene.nodes_for_type('@fizzler')) do
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local position, rotation = fizzler.node.full_transformation:decompose()
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local position, rotation, scale = fizzler.node.full_transformation:decompose()
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local room_index = room_export.node_nearest_room_index(fizzler.node)
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table.insert(fizzlers, {
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position,
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rotation,
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1,
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scale.x,
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1,
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room_index,
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signals.optional_signal_index_for_name(fizzler.arguments[1]),
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