Change default reference angle for Weld joints

Issue #1258 resolved
Oscar
created an issue

Weld joints in Love didn't have a reference angle as argument before 0.10.2, which meant it defaulted to Box2D value of (body2 angle - body1 angle). After the argument was added, however, it started to default to 0 rads, which breaks games written before 0.10.2 that use Weld joints. Moreover, Weld joints work more intuitively with the default angle that Box2D originally uses.

Comments (3)

  1. airstruck

    Oops, that was my fault. What needs to happen is w_newWeldJoint in wrap_Physics.cpp needs to call the shorter form of newWeldJoint when the user doesn't pass in reference angle.

    Haven't checked, but this probably also affects revolute and prismatic joints.

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