Thanks for the Bugz.
Fixed: No check where an object existed.
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ray.raycastToCursor();
selid = entity.getLastHitID();
Fixed.Invalid IDs should now be stable. This is all entity.method() as they all contained this potential invalid id crash. This should clear all of the remaining entity id crashes.
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entity.getPosition(0);
entity.setPosition(0,*,*,*);
Fixed out of ranges sub indexes.
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entity.getMaterialName(0,*);
No Problem here. Did a test and in my update loop with a screen print directly after and this worked fine.
Incorrect use of some lua with halt scripts as they are broken, need good compiler checker to get around this. May be some one wants to write a QTScintilla editor for us
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sky.lprint(nil);
All have been tested with new checks in place and now stable. I am sure there are a few more of these dotted around. Some are due to core changes that have taken place to improve the scene list. We have been talking about upgrading a system wide change to the checks and balances as we have seen areas where we may be able to get some better performance and create a stronger debug system. But all of this will be a while off so for now we will keep fixing commandsaas you find them for us.
Good hunting ParaDoXos