Since fixing #61, we now need a way to store the set of extra rotations for an object. The problem is that each rotation is tracked by a mechanic reference, and we can't serialize mechanics within physics.
Find a way of linking rotations to mechanics that doesn't require serializing references to mechanics.
Edit: The mechanic precedence number could work well in this circumstance. It could only cause problems if developers edit mechanic precedence during mechanic execution.
An alternative would be hashing a unique identifier, for each mechanic and using that instead.
Edit 2: Added low priority label, since it's actually quite rare that a save (serialization event) will need to happen during a rotation. In the event that it does, the rotation is lost for the duration of the mechanic, which isn't really that big a deal for the player -- things will look a little weird for a split second. Right now the time would be better spent on other things.
Since fixing #61, we now need a way to store the set of extra rotations for an object. The problem is that each rotation is tracked by a mechanic reference, and we can't serialize mechanics within physics.
Find a way of linking rotations to mechanics that doesn't require serializing references to mechanics.
Edit: The mechanic precedence number could work well in this circumstance. It could only cause problems if developers edit mechanic precedence during mechanic execution.
An alternative would be hashing a unique identifier, for each mechanic and using that instead.
Edit 2: Added low priority label, since it's actually quite rare that a save (serialization event) will need to happen during a rotation. In the event that it does, the rotation is lost for the duration of the mechanic, which isn't really that big a deal for the player -- things will look a little weird for a split second. Right now the time would be better spent on other things.