Linux #81: Moonwalking peasants [RESOLVED]
- Jay_H
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Linux #81: Moonwalking peasants [RESOLVED]
I wouldn't make this topic, except that it sounded resolved on Twitter. I still see some peasants sliding around until they get on the navgrid in cities.
- Midknightprince
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Re: Linux #81: Moonwalking peasants
Same here in Windows 10Jay_H wrote:I wouldn't make this topic, except that it sounded resolved on Twitter. I still see some peasants sliding around until they get on the navgrid in cities.
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- Channel1
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Re: Linux #81: Moonwalking peasants
I could be wrong, but I'm pretty sure he said it was actually "mostly fixed" in a later post... or maybe it was one of the many changelogs for build 80 or 81.
- Interkarma
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Re: Linux #81: Moonwalking peasants
Yep, patch notes say partially resolved. I just fixed the most frequent cause of the problem, still a bit of work to do. Happy to have this bug report here though.
I didn't plan to have NPCs working until 0.5 sometime, but happy I made a start, as it means talk window could be worked on sooner (cheers Nystul!). I'm content for their movement to be a bit crooked until I get to them properly.
I didn't plan to have NPCs working until 0.5 sometime, but happy I made a start, as it means talk window could be worked on sooner (cheers Nystul!). I'm content for their movement to be a bit crooked until I get to them properly.
- Jay_H
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Re: Linux #81: Moonwalking peasants
Well, at least this bug report'll be good for something :V You know how my typical reports are. Anyway, pity party's over. I'll leave this here.
- pango
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Re: Linux #81: Moonwalking peasants
If I apply
Then town people show up anyway, so I wonder if the fix (still) does something at all (tested both running game executable on its own or from Unity Editor).
That code seems to be executed, I can't figure out what's going on.
Code: Select all
diff --git a/Assets/Scripts/Game/Utility/PopulationManager.cs b/Assets/Scripts/Game/Utility/PopulationManager.cs
index 9d47968d..5ef026f5 100644
--- a/Assets/Scripts/Game/Utility/PopulationManager.cs
+++ b/Assets/Scripts/Game/Utility/PopulationManager.cs
@@ -218,7 +218,7 @@ namespace DaggerfallWorkshop.Game.Utility
{
MeshRenderer billboardRenderer = poolItem.npc.Billboard.GetComponent<MeshRenderer>();
if (billboardRenderer)
- billboardRenderer.enabled = (poolItem.npc.Motor.MoveCount > 0) ? true : false;
+ billboardRenderer.enabled = false;
}
}
}
That code seems to be executed, I can't figure out what's going on.
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- Interkarma
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Re: Linux #81: Moonwalking peasants
I noticed this issue returned a little ago as well, and I've been meaning to take another look.
I'm certain my "quick fix" here worked in older builds, but after recent Unity updates this no longer functions as expected when disabling billboard renderer here. Possibly one of the Unity updates this year has changed things, or there's been another regression I haven't spotted yet.
I'm certain my "quick fix" here worked in older builds, but after recent Unity updates this no longer functions as expected when disabling billboard renderer here. Possibly one of the Unity updates this year has changed things, or there's been another regression I haven't spotted yet.