#Lobby Control & Matty's Fixes

12067 messages ยท Page 13 of 13 (latest)

unreal oriole
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i'm not checking if it is enabled tho

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i'm checking if the animation is in a stable state ๐Ÿ˜…

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when it is disabled it wont advance to the resting state so it will never compute the offset ๐Ÿ˜…

vague talon
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Oh, I thought u were checking if it was enabled :p

elder verge
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I could do something cursed and use Any State for checking the grabbed boolean.

unreal oriole
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the easies solution would be to find why it's disabled in the prefab

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was there not a sub-menu with "advanced" options on the prefab editor?

vague talon
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Debug?

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I do also have an idea potentially

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What did you put inside the idle state @elder verge

elder verge
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It's just a simple idle animation clip that's just the idle frame.

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Btw, I changed the animator to this and this seemed to fix it.

vague talon
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So it is an animation clip in there right?

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I don't think they'll change anything lol

elder verge
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It doesn't, I tried earlier.

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Having an animation clip for the idle does make the item drop nicer though for some reason.

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To be fair, I was copying off the tongue scrap when making this.

vague talon
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:p can you click on the idle animation clip and toggle looping

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And test that

elder verge
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Oh it's already looped.

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Changing the animator to that configuration seemed to solve it though.

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But I gotta keep this whole thing in mind for the future.

unreal oriole
elder verge
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dw tongue is fine

unreal oriole
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and that's even worse. if i enable the animator it goes into the held position reee

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well now that it also affects vanilla items, i've to fix it on my side too.

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|| !a.isActiveAndEnabled ๐Ÿ˜…

elder verge
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Wait is it actually affecting the tongue too?

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I had tested it earlier just in case and it seemed fine.

unreal oriole
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yes but in a different, worse, way than your scrap

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the issue is that with the animator disabled MattyFixes waits for someone to grab the item to compute the offset

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until then it uses the vanilla one

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[08:45:39.0180565] [Debug  :Matty's Fixes] Vanilla/Tongue(37) needs to compute vertical offset - scheduled
[08:45:39.0254923] [Debug  :Matty's Fixes] Vanilla/Tongue(37) is computing vertical offset
[08:45:39.0254923] [Debug  :Matty's Fixes] Vanilla/Tongue new offset is 0,1007732

we'll see if there are other edge cases :/

elder verge
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Gah my animator solution didn't work out it seemed.

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I gotta sleep too..

unreal oriole
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you can revert back to your original animator i'll push an experimental version in a couple of minutes

elder verge
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I reverted and tried it, the animator seems disabled on the dice.

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But it is giving a reasonable vertical offset.

unreal oriole
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yeah i just accept disabled animators now

elder verge
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Ah wait, my animator was still disabled.

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Okay it works!

brisk harbor
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i dont mean to interrupt this other issue but i did want to mention it again

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the static electricity particle is still oversized in v1.1.40 and if you're planning to push an update anyway, it might be good to try and straighten that out too

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as far as i can tell from gameplay, it seems like particle scaling is just messed up across the board

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it seems to be too large all the time

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not just after being applied to specific items

unreal oriole
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i do not have the time to test that rn. i'll try testing this evening

unreal oriole
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i see the issue. i know where it is from. i have no idea on how to fix it ๐Ÿ˜…

stray mulch
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hello! @unreal oriole i was hoping disabling autosaves and loading a previous/different save would retrieve my lost scrap after a wipe but it seems to not work ๐Ÿ˜ญ is this intented behavior or a bug/cause of lack of v80 update

stray mulch
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heres the steps I've taken
-disabled autosaves
-played day 1 and got some loot
-on orbit, switched to a different save slot and saved
-switched back to the original save
-played day 2 and wiped, lost all scrap
-loaded the other save from the terminal but none of the scrap respawned, only the day was reversed and the credits were back.

forest flame
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lobby dropall command doesn't work in the new version

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System.MissingMethodException: Method not found: void GameNetcodeStuff.PlayerControllerB.DropAllHeldItemsAndSync()
  at LobbyControl.TerminalCommands.LobbyCommand.Execute (System.String[] args) [0x00488] in ./Plugin/src/TerminalCommands/LobbyCommand.cs:238```
placid citrus
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Matty's Fixes seems to rotate items even when configured not to

elder verge
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^

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Additionally, the rotation configs for each item seem to do nothing either.

forest flame
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here its working

unreal oriole
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i'll check when i have time

elder verge
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I only have Matty's Fixes, Imperium, and UnityExplorer too so I doubt it's any conflicts.

unreal oriole
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if you mean to change them at runtime. it's planned and already coded on my local version. just waiting for a larger change to push a new version ๐Ÿ™ƒ

forest flame
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yes, i always using configs that debiccar did and its working

elder verge
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I remember you used to be able to change rotations on the fly via LethalConfig

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I mean, not instantly updated, but they'd update on the next time they dropped