#Lobby Control & Matty's Fixes
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i'm checking if the animation is in a stable state ๐
when it is disabled it wont advance to the resting state so it will never compute the offset ๐
Oh, I thought u were checking if it was enabled :p
I could do something cursed and use Any State for checking the grabbed boolean.
the easies solution would be to find why it's disabled in the prefab
was there not a sub-menu with "advanced" options on the prefab editor?
Debug?
I do also have an idea potentially
What did you put inside the idle state @elder verge
It's just a simple idle animation clip that's just the idle frame.
Btw, I changed the animator to this and this seemed to fix it.
So it is an animation clip in there right?
I don't think they'll change anything lol
It doesn't, I tried earlier.
Having an animation clip for the idle does make the item drop nicer though for some reason.
To be fair, I was copying off the tongue scrap when making this.
Oh it's already looped.
Changing the animator to that configuration seemed to solve it though.
But I gotta keep this whole thing in mind for the future.
๐ญ now i have to fix the tongue too
dw tongue is fine
and that's even worse. if i enable the animator it goes into the held position 
well now that it also affects vanilla items, i've to fix it on my side too.
|| !a.isActiveAndEnabled ๐
Wait is it actually affecting the tongue too?
I had tested it earlier just in case and it seemed fine.
yes but in a different, worse, way than your scrap
the issue is that with the animator disabled MattyFixes waits for someone to grab the item to compute the offset
until then it uses the vanilla one
[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 :/
you can revert back to your original animator i'll push an experimental version in a couple of minutes
here is a debug build for it
I reverted and tried it, the animator seems disabled on the dice.
But it is giving a reasonable vertical offset.
yeah i just accept disabled animators now
i dont mean to interrupt this other issue but i did want to mention it again
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
as far as i can tell from gameplay, it seems like particle scaling is just messed up across the board
it seems to be too large all the time
not just after being applied to specific items
i do not have the time to test that rn. i'll try testing this evening
i see the issue. i know where it is from. i have no idea on how to fix it ๐
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 ๐ญ is this intented behavior or a bug/cause of lack of v80 update
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.
lobby dropall command doesn't work in the new version
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```
Matty's Fixes seems to rotate items even when configured not to
here its working
that doesn't match what i can see on my side.. do you have a code?
i'll check when i have time
I can confirm something is up, I'm not able to change the rotation of anything either
I only have Matty's Fixes, Imperium, and UnityExplorer too so I doubt it's any conflicts.
i can confirm the values from the config file are applied to the items ๐ค
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 ๐
yes, i always using configs that debiccar did and its working
Hmm?
I remember you used to be able to change rotations on the fly via LethalConfig
I mean, not instantly updated, but they'd update on the next time they dropped