View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0026091 | AI War 2 | Bug - Gameplay | Jan 9, 2022 11:46 am | Jan 13, 2022 7:48 pm | |
Reporter | pheonix89 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | reopened | ||
Product Version | Beta 3.781 Tachyon Healing Reversal | ||||
Fixed in Version | Beta 3.784 Tractor Recursion | ||||
Summary | 0026091: Ambush carriers don't ever recloak | ||||
Description | Ambush carriers are getting the decloaked debuff and then it rolls over into the negative duration and keeps going "down" and they aren't recloaking. | ||||
Tags | No tags attached. | ||||
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Thanks! * Fixed a bug where units were losing way more than their max cloaking points, making it impossible for them to ever reasonably recover and cloak again. ** If any units still don't recloak, please let us know and send a savegame with it. This will fix the main issue, which was them getting infinite negative cloaking power. |
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Re-cloaking seems to be broken. Steps to reproduce: Start a new game with a cloaking fleet Move cloaking flagship to a world where it will be decloaked Move it back home Watch as the "Already Decloaked! Regen:" timer ticks down to 0, and then into the negatives forever. I'm on the [current_beta] branch, main screen says version 3.783 regen in negatives.savemet (111 bytes)
UK 139035508 70 aaa <color=#66ffce>Easier </color> Full Ensemble Difficulty 5 0 <color=#318ce7>Pancakes</color> Player.log (7,139 bytes)
Mono path[0] = 'D:/Slow Steam/steamapps/common/AI War 2/AIWar2_Data/Managed' Mono config path = 'D:/Slow Steam/steamapps/common/AI War 2/MonoBleedingEdge/etc' Initialize engine version: 2020.3.21f1 (a38c86f6690f) [Subsystems] Discovering subsystems at path D:/Slow Steam/steamapps/common/AI War 2/AIWar2_Data/UnitySubsystems Forcing GfxDevice: Direct3D 11 GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 1080 (ID=0x1b80) Vendor: VRAM: 8079 MB Driver: 30.0.14.9729 Begin MonoManager ReloadAssembly - Completed reload, in 0.157 seconds <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. Invalid stride 1 for Compute Buffer - must be greater than 0, less or equal to 2048 and a multiple of 4. UnloadTime: 0.668900 ms Fallback handler could not load library D:/Slow Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-000001BD5247D040.dll Fallback handler could not load library D:/Slow Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-000001BD52776040.dll Fallback handler could not load library D:/Slow Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-000001BD5C01E020.dll Particle System is trying to spawn on a mesh with zero surface area Fallback handler could not load library D:/Slow Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-000001BD5C291D20.dll Fallback handler could not load library D:/Slow Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-000001BE399B8080.dll Setting up 1 worker threads for Enlighten. Thread -> id: 8d8 -> priority: 1 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.Material.GetFloatImpl(UnityEngine.Material,int) at UnityEngine.Material.GetFloat (System.String name) [0x00008] in <7e08fded3f3149c083ffda003fccce04>:0 at TMPro.TMP_SubMeshUI.UpdateMaterial () [0x0002c] in <7435aa3e618242e082286b882f32101f>:0 at TMPro.TMP_SubMeshUI.SetMaterialDirty () [0x00007] in <7435aa3e618242e082286b882f32101f>:0 at UnityEngine.UI.MaskableGraphic.OnDisable () [0x0000d] in <6c742b63882e4028831fefcd3ee9f3da>:0 at TMPro.TMP_SubMeshUI.OnDisable () [0x00000] in <7435aa3e618242e082286b882f32101f>:0 |
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Thank you! * In a "how did this ever work?" moment, there was essentially no code around for units to ever re-cloak. I can only really speculate that I broke that during the giant refactor, because it obviously did historically work. It's possible I broke it a lot more recently, when I improved the tachyon code, but I don't feel like that logic should have been over there, so... either way, it's fixed now! |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 9, 2022 11:46 am | pheonix89 | New Issue | |
Jan 9, 2022 9:43 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 9, 2022 9:43 pm | Chris_McElligottPark | Status | new => resolved |
Jan 9, 2022 9:43 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 9, 2022 9:43 pm | Chris_McElligottPark | Fixed in Version | => Beta 3.782 Smooth Reloading |
Jan 9, 2022 9:43 pm | Chris_McElligottPark | Note Added: 0063729 | |
Jan 12, 2022 9:04 pm | Kleenex_1 | Note Added: 0063754 | |
Jan 12, 2022 9:04 pm | Kleenex_1 | File Added: regen in negatives.save | |
Jan 12, 2022 9:04 pm | Kleenex_1 | File Added: regen in negatives.savemet | |
Jan 12, 2022 9:04 pm | Kleenex_1 | File Added: Player.log | |
Jan 12, 2022 11:28 pm | Kleenex_1 | Status | resolved => new |
Jan 12, 2022 11:28 pm | Kleenex_1 | Resolution | fixed => reopened |
Jan 13, 2022 7:48 pm | Chris_McElligottPark | Status | new => resolved |
Jan 13, 2022 7:48 pm | Chris_McElligottPark | Fixed in Version | Beta 3.782 Smooth Reloading => Beta 3.784 Tractor Recursion |
Jan 13, 2022 7:48 pm | Chris_McElligottPark | Note Added: 0063778 |