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adress https://github.com/TorqueGameEngines/Torque3D/issues/97#1723

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Azaezel wants to merge 2 commits intoTorqueGameEngines:developmentfrom
Azaezel:alpha41/ribbonRemoval
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adress https://github.com/TorqueGameEngines/Torque3D/issues/97#1723
Azaezel wants to merge 2 commits intoTorqueGameEngines:developmentfrom
Azaezel:alpha41/ribbonRemoval

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@Azaezel Azaezel commented Apr 26, 2026

this laregly occured due to adding ribbon nodes in smaller increments than the size of a given quad. we therefore skip adding new ribbon nodes if velocity, as determined by the point deltas, would be below 10% of the largest scale a given quad for that link in the ribbon would be. as this will result in lower than a max length ribbon, also adds a timeout mechanism of removing a link every TickMS (32 ticks/second, or roughly how often one would also be aded when in a growth state) for full finalization do still need to circle back and adress why there remains 1 quad spawned after motion.

Azaezel added 2 commits April 26, 2026 15:32
this laregly occured due to adding ribbon nodes in smaller increments than the size of a given quad.
we therefore skip adding new ribbon nodes if velocity, as determined by the point deltas, would be below 10% of the largest scale a given quad for that link in the ribbon would be.
as this will result in lower than a max length ribbon, also adds a timeout mechanism of removing a link every TickMS (32 ticks/second, or roughly how often one would also be aded when in a growth state)
for full finalization do still need to circle back and adress why there remains 1 quad spawned after motion.
…'t fix the last quad emission issue, and it actively fights designer values
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