Comments (3)
Fluid limit should no longer be hardcoded but become a level setting, allowing levels to increase fluid limits when needed, while keeping old levels using old limits as default to not break things.
from principia.
On Windows 10, modifying the fluid limit to be much greater works, but the extra fluid particles don't render for some reason (they still interact with objects though). This behavior is similar to something I remember messing with a while back, Google's LiquidFun extension of Box2D (to see what I mean go to https://google.github.io/liquidfun/ and change it from "Dam Break" to "Drawing Particles" and drag the mouse around the walls a bunch). Perhaps since Principia uses Box2D it has the same issue?
from principia.
from principia.
Related Issues (20)
- Add JavaScript scripting support HOT 12
- Haiku OS port TODO
- Unable to open levels saved in older versions in the sandbox
- Controller support
- Player-controlled object tracking
- Shadows disappear when the shadow's object is out of the screen HOT 1
- Opening level in sandbox cuts off last byte of file HOT 1
- Robot Manager targetting an absorbed robot crashes the game on Windows with certain inputs HOT 6
- Switching to CalVer
- WASM port using Emscripten
- TODO issue for 2024.02.29 HOT 5
- Holes in terrain HOT 2
- "Disable third layer" flag does not affect the "Builder" tool in Adventure mode
- Joint strength problems in Connection Edit and Multi-Select
- Glitchy Jittering Scrolling on Levels
- There is no way to know the "Alpha" value of a "Pixel" object after switching to GTK 3. HOT 1
- Crash when trying to destroy a bomb from the "Bomb launcher" if the robot holding it is dead.
- New dialog for the pixel on GTK UI backend HOT 1
- Runtime setting to change main community site domain HOT 2
- Make OpenGLES available on non-Android
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from principia.