Bug: Map Editor Streetsweeper has in-game behavior when a Map File (.sfdm) is saved
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Bug #24

Map Editor Streetsweeper has in-game behavior when a Map File (.sfdm) is saved

Status: Resolved
Priority:
Medium
Added by:
maniacwithmnc
on June 15, '25
Assigned to:
Unassigned
Due date:
Reported for:

Steps to Reproduce

  1. Spawn a Streetsweeper and a bunch of Glass Sheets in the map editor and drag them together (Most likely making sure the Streetsweeper's propellers touch the Glass Sheets).
  2. Save the map file.
  3. The glass breaks and when playtesting the map it will appear as broken so it's not a map editor-only quirk either.

Explanation

I now conclude that SFD instead of using something, like images just like every other 2D game map editor, it uses LIVE STREETSWEEPERS and it is genuinely ridiculous.

So what's the behavior in question? Breaking glass in an instant. Which is not a problem obviously but then, WHY USE A LIVE STREETSWEEPER AS THE MAP EDITOR STREETSWEEPER?

And okay, let's say not using live objects in the editor in general is not possible and yet it still doesn't justify it. Because if we have SpawnPlayer and PlayerSpawnTrigger that doesn't use live players and of course it'd be s***** if it was that way, WHY NOT THE SAME FOR THE STREETSWEEPER?

So what's the solution then? Since it's likely many community-made maps already use the "live" Streetsweeper, it would be better to just delist it from the editor's tile list but making sure it still exists and make something similar to the PlayerSpawnTrigger but for Streetsweepers.

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[ #1 ] 6 months ago by

Thanks for the detailed bug report.

Fixed for the next update.

(I find the tone in this bug report overly passive aggressive. If none reports this kind of stuff it will just keep being in the game.)

The editor lists all available objects that you can use. It's not just "2D images" in the editor, everything in the editor is the game object itself.

In the early versions of the game and editor we could run the physics engine directly in the editor but that wasn't compatible with history undo and redo so we disabled the physics from being able to turn on.

A few objects in the game has special logic bound to box2D solvers. Saving a map just happens to solve contacts, nothing wrong with that (a rest from the days when the editor could run physics) and is required to properly save positions. However, a few objects use these solvers in order to function, such as the streetsweeper's blades. The solvers is not intended to run while in the editor, but they did during save. This is fixed for the next update.

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