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Three Fixes #193
Three Fixes #193
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1. Prevent crash in Thruster.lua when any ship (player or NPC) is destroyed. A test was added recently to Thruster:render() to not display thrusters if the player's ship was in first-person mode. This test was referencing a nil object when any ship is destroyed, causing a crash to desktop. This test has been temporarily commented out until it can be refined if necessary. 2. Prevent crash when "B" to spawn a new player ship is pressed more than one time. The recent addition to enable "B" to generate multiple Solo sized player ships before entering a game universe, and "F" to spawn the created player ship, worked only if "B" was pressed once. If "B" was pressed twice or more, then the ship was spawned, a hard crash would occur in the sensor display section of HUD.lua because the position of the newly spawned ship was too close to zero to be normalized. This has been corrected by telling Universe:CreateShip() to use the ship position generated in System:spawnShip(). 3. Not a crash, but an incredibly loud noise when first displaying a new universe. Currently setVolume isn't working, so the pulseFire variable was being set to nil to prevent the sound of pulse weapons firing from being played. This setting was changed in MusicPlayer.lua, causing the pulseFire sound to be unexpectedly played at maximum volume at universe start-up time, and to generate "command queue full" messages at high speed during play. This has been temporarily resolved by commenting out the section of code in MusicPlayer.lua that generates a non-nil value for the pulseFire variable.
@@ -52,9 +52,10 @@ end | |||
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function Thruster:render(state) | |||
if state.mode == BlendMode.Additive then | |||
if self.parent:getOwner():getControlling() == GameState.player.currentShip and GameState.player.currentCamera == Enums.CameraMode.FirstPerson then |
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it´s prob better to use a multiline comment so that the formatter doesn´t destroy it again ;)
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I actually did at first, and changed it back, because my editor didn't like it. Updated now.
Switched to multiline comment style.
Also, why am I getting an error on the automated Windows build? |
You can safely ignore with the changes you did here. See https://github.com/Limit-Theory-Redux/ltheory/pull/190/files/03a57d95856bca087d1ef7c83144c15140dff9c1#diff-4f81711127e2ae1f1947a4070999a145c42e12ed8a45458c7f483de38374e9e7 Also the discussion on discord: https://discord.com/channels/695088786702336000/1001727717848391810/1176454296896819270 Haron fixes it in that PR, the build on main should succeed without issues |
I wondered if it was connected to that. Thanks! |
@@ -114,7 +114,9 @@ function Universe:CreateShip(system, pos, shipObject) | |||
ship:setName(shipObject.shipName) | |||
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-- Insert ship into this star system | |||
local spawnPosition = pos or Config.gen.origin | |||
local spawnPosition = ship:getPos() -- use semi-randomly generated position from spawnShip() |
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I must have been pretty tired when i approved this :D - now that i think of this it´s kinda a bad fix, also generating a ship was working before, better we fix the bug u got in hud.lua instead
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also this change now bugs out the camera in that generation screen
Prevent crash in Thruster.lua when any ship (player or NPC) is destroyed. A test was added recently to Thruster:render() to not display thrusters if the player's ship was in first-person mode. This test was referencing a nil object when any ship is destroyed, causing a crash to desktop. This test has been temporarily commented out until it can be refined if necessary.
Prevent crash when "B" to spawn a new player ship is pressed more than one time. The recent addition to enable "B" to generate multiple Solo sized player ships before entering a game universe, and "F" to spawn the created player ship, worked only if "B" was pressed once. If "B" was pressed twice or more, then the ship was spawned, a hard crash would occur in the sensor display section of HUD.lua because the position of the newly spawned ship was too close to zero to be normalized. This has been corrected by telling Universe:CreateShip() to use the ship position generated in System:spawnShip().
Not a crash, but an incredibly loud noise when first displaying a new universe. Currently setVolume isn't working, so the pulseFire variable was being set to nil to prevent the sound of pulse weapons firing from being played. This setting was changed in MusicPlayer.lua, causing the pulseFire sound to be unexpectedly played at maximum volume at universe start-up time, and to generate "command queue full" messages at high speed during play. This has been temporarily resolved by commenting out the section of code in MusicPlayer.lua that generates a non-nil value for the pulseFire variable.