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To repro #55 - I have left a debugging feature on in this branch that has a side benefit of highlighting this issue. Move arround with arrow keys enought to have discovered terrain outside of your FOV. You should notice the tiles "sprinkle" as they rerender. See issue #55 for a gif that demonstrates this more clearly.
You can toggle this behavior with the hack in fov.system.js - uncomment ln36 and comment ln37 to enable the hack that prevents this behavior.
57
To repro #57 - check inventory with shift+i. You will see a long list of equipped lockpicks. This is the shared inventory bug - each goblin spawns with a single lockpick. Player inventory should start empty.
You can toggle the behavior by uncommenting the hack I have used to get arround it on ln10 of Inventory.component.js
As always, really appreciate this library! Let me know if these are indeed fixed and I'm just not following some expected practice.
I haven't added serialization for saving/loading yet but it's coming soon and you mentioned in one the two issues above that my hacks might interfere with it. I'll let you know if I have any trouble with it.
A note of context - I found that storing data in a nested object will also trigger the shared reference bug #57. I was working on adding ability scores and had originally stored my data like this:
Issues #57 and #55 appear to remain unresolved in version 4.3.2
All issues can be reproed in the following branch https://github.com/luetkemj/skrimshank/tree/repro-bugs
55
To repro #55 - I have left a debugging feature on in this branch that has a side benefit of highlighting this issue. Move arround with arrow keys enought to have discovered terrain outside of your FOV. You should notice the tiles "sprinkle" as they rerender. See issue #55 for a gif that demonstrates this more clearly.
You can toggle this behavior with the hack in fov.system.js - uncomment
ln36
and commentln37
to enable the hack that prevents this behavior.57
To repro #57 - check inventory with shift+i. You will see a long list of equipped lockpicks. This is the shared inventory bug - each goblin spawns with a single lockpick. Player inventory should start empty.
You can toggle the behavior by uncommenting the hack I have used to get arround it on
ln10
of Inventory.component.jsAs always, really appreciate this library! Let me know if these are indeed fixed and I'm just not following some expected practice.
I haven't added serialization for saving/loading yet but it's coming soon and you mentioned in one the two issues above that my hacks might interfere with it. I'll let you know if I have any trouble with it.
A note of context - I found that storing data in a nested object will also trigger the shared reference bug #57. I was working on adding ability scores and had originally stored my data like this:
This structure resulted in the goblins and player sharing the same stats - increasing player strength also increased goblin strength.
To avoid this I have to use the following (admittedly nicer) structure:
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