Enhanced sky
Posted: Mon Apr 23, 2018 12:38 pm
As of build # 0.5.24 on Github 4/23/18 enhanced sky has stopped working.
I extracted the code and this is printed under a catch statement, but i'm not sure what is actually being thrown. Doesn't look related to modsettings though, i can edit them in game and the file is created without issues.DFTFU 1.7.3: Error in SkyManager.GetRefrences()
Code: Select all
private bool GetRefrences()
{
try
{
#if DEBUG
Debug.Log("SkyMan.GetReferences() starting");
#endif
//_UnlitAlphaFadeShader = ESky_Setup.unlitalpha;
//_depthMaskShader = ESky_Setup.depthMask;
SkyMat = ESky_Setup.SkyMat;
CloudMat = ESky_Setup.CloudMat;
StarsMat = ESky_Setup.StarsMat;
StarMaskMat = ESky_Setup.StarsMaskMat;
if (!_cloudGen)
_cloudGen = this.GetComponent<CloudGenerator>();
if(!_cloudGen)
_cloudGen = gameObject.AddComponent<CloudGenerator>();
dfallSky = GameManager.Instance.SkyRig.gameObject;
playerEE = GameManager.Instance.PlayerEnterExit;
exteriorParent = GameManager.Instance.ExteriorParent;
weatherMan = GameManager.Instance.WeatherManager;
UseSunFlare = ESky_Setup.useFlare;
cloudQuality = ESky_Setup.cloudQuality;
#if DEBUG
Debug.Log("skyman SkyMat: " + (SkyMat == null));
Debug.Log("skyman StarMat: " + (SkyMat == null));
Debug.Log("skyman Cloudmat: " + (CloudMat == null));
//Debug.Log("skyman skyObjMat: " + (SkyObjMat == null));
Debug.Log("skyman star mat: " + (StarsMat == null));
Debug.Log("sky man star mask mat: " + (StarMaskMat == null));
Debug.Log("skyman cloud gen: " + (_cloudGen == null));
Debug.Log("skyman dfallsky: " + GameManager.Instance.SkyRig);// (dfallSky == null));
Debug.Log("skyman playerEE: " + playerEE);
Debug.Log("skyman exterior parent: " + exteriorParent);
Debug.Log("skyman weatherman: " + weatherMan);
Debug.Log("skyman container prefab: " + (_containerPrefab == null));
#endif
}
catch
{
DaggerfallUnity.LogMessage("Error in SkyManager.GetRefrences()", true);
this.ToggleEnhancedSky(false);
return false;
}
if (dfallSky && playerEE && exteriorParent && _cloudGen && _containerPrefab && StarMaskMat && StarsMat && SkyMat)
return true;
else
return false;
}