when waterfall spawns, the whole level is underwater (underwater switch controller), so the waterfall is "hitting" that water
you hit a switch, making the waterfall appear and making the level not underwater anymore
the waterfall wants to spawn particles on top of the water spawned by the underwater switch controller, since it is hitting it
crash because it has no top
This PR works around that by computing the height / associated water pool when the waterfall is first turned on. In this situation, that means that the water spawned by the underwater switch controller is turned off when this computation occurs, and as such won't interfere.
There was a crash in this specific case:
This PR works around that by computing the height / associated water pool when the waterfall is first turned on. In this situation, that means that the water spawned by the underwater switch controller is turned off when this computation occurs, and as such won't interfere.