I've run into a problem with joints.
The documentation says that a joint may be deleted by the system if any of the sprites it's connecting are deleted.
It also says that joints should be deleted before the sprites they connect.
Now lets take an example where you have some sprites that are deleted by your program in an explosion, which are connected by a joint. Subsequently the system deletes that joint when the sprites are deleted.
Now lets add to the example that as a a secondary way of joint deletion within the same program, you are checking the joint reaction forces of all the joints you've created to simulate breaking and then processing them for deletion.
The problem is, since there is no way to check the existence of a joint, if you try to return the reaction forces being applied to a joint that was automatically deleted by the system, the program throws an error.
Now I could go and store the values of the indexes of every sprite connected to a joint, and check to see if those sprites still exist, and if they don't then assume the joint is deleted and not try to return any values. Which in theory sounds simple, but the numbers of connected sprites can change dynamically etc etc..
It ends up being like killing a fly with a sledgehammer when I could get the same result with one simple command.
So I'm wondering if we'll be seeing a GetJointExists(JointIndex) command?