Linux #81: Moonwalking peasants [RESOLVED]

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Jay_H
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Linux #81: Moonwalking peasants [RESOLVED]

Post by Jay_H »

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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Midknightprince
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Re: Linux #81: Moonwalking peasants

Post by Midknightprince »

Jay_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.
Same here in Windows 10
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Channel1
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Re: Linux #81: Moonwalking peasants

Post by Channel1 »

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.

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Interkarma
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Re: Linux #81: Moonwalking peasants

Post by Interkarma »

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. :)

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Jay_H
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Re: Linux #81: Moonwalking peasants

Post by Jay_H »

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.

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Re: Linux #81: Moonwalking peasants

Post by pango »

If I apply

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;
                 }
             }
         }
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.
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Interkarma
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Re: Linux #81: Moonwalking peasants

Post by Interkarma »

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.

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