buildinfo's People
buildinfo's Issues
BuildInfo causing toolbar labels to disappear
Feature request: Weaponcore Support
Right now weaponcore weapons don't report stats in buildinfo, it just says "WeaponCore block, no stats available"
It would be super awesome if buildinfo was able to integrate to support pulling stats from the WeaponCore API so that it could properly display them, as weaponcore seems to be gaining more traction in the MP environment
Suggestion
I'm terrible at designing most things, so I find myself almost always using projectors. Projectors are annoying to use in the first place, but one thing I find the most annoying out of all is finally finishing a projection build just for there to be a bunch of unfinished blocks that you can't find, hence my suggestion. Like the "Show sensors field range" in the grid info tab, I suggest that there be an extra box that outlines all unfinished blocks in a bright color that can be seen through anything. It would make finding the blocks so much easier and allow the perfectionist in some of us to be happy. (extra reference of what I mean by bright color seen through anything, think of ESPs.)
Cheers, Lemon.
Possible server crash from BuildInfo+Air vents
Had a player who accidentally set up infinite looping venting decompression+compression in their grid, for some reason when they went to use the find leak button it seemed to crash the server. Unfortunately this is just a gathering of timeline events and I have not had the time to sit down and reproduce fully myself -- however this may server as a "heads up" should others see it to be sure if it's buildinfo or not I suppose
09:13:19.0728 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at SEMechanic.SEM_MechanicalBlockController.TerminalControls_CustomActionGetter(IMyTerminalBlock block, List`1 actions)
at Sandbox.Game.Gui.MyTerminalControls.GetActions(IMyTerminalBlock block)
at Sandbox.Game.Screens.Helpers.MyToolbarItemTerminalBlock.GetActions(Nullable`1 type)
at Sandbox.Game.Screens.Helpers.MyToolbarItemTerminalBlock.get_AllActions()
at Sandbox.Game.Screens.Helpers.MyToolbarItemActions.GetActionOrNull(String id)
at Sandbox.Game.Screens.Helpers.MyToolbarItemTerminalBlock.Update(MyEntity owner, Int64 playerID)
at Sandbox.Game.Screens.Helpers.MyToolbar.UpdateItem(Int32 index)
at Sandbox.Game.Screens.Helpers.MyToolbar.SetItemAtIndexInternal(Int32 i, MyToolbarItem item, Boolean initialization, Boolean gamepad)
at SpaceEngineers.Game.Entities.Blocks.MyAirVent.ExecuteAction(MyToolbarItem action)
at SpaceEngineers.Game.Entities.Blocks.MyAirVent.UpdateActions()
at SpaceEngineers.Game.Entities.Blocks.MyAirVent.UpdateAfterSimulation100()
at Patched_Sandbox.Game.Entities.MyParallelEntityUpdateOrchestratorUpdateAfterSimulation100_0(Object )
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0<Run>b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\build\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 300
at Torch.VRageGame.Run() in C:\build\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 123
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
System.NullReferenceException: Object reference not set to an instance of an object.
at SEMechanic.SEM_MechanicalBlockController.TerminalControls_CustomActionGetter(IMyTerminalBlock block, List`1 actions)
at Sandbox.Game.Gui.MyTerminalControls.GetActions(IMyTerminalBlock block)
at Sandbox.Game.Screens.Helpers.MyToolbarItemTerminalBlock.GetActions(Nullable`1 type)
at Sandbox.Game.Screens.Helpers.MyToolbarItemTerminalBlock.get_AllActions()
at Sandbox.Game.Screens.Helpers.MyToolbarItemActions.GetActionOrNull(String id)
at Sandbox.Game.Screens.Helpers.MyToolbarItemTerminalBlock.Update(MyEntity owner, Int64 playerID)
at Sandbox.Game.Screens.Helpers.MyToolbar.UpdateItem(Int32 index)
at Sandbox.Game.Screens.Helpers.MyToolbar.SetItemAtIndexInternal(Int32 i, MyToolbarItem item, Boolean initialization, Boolean gamepad)
at SpaceEngineers.Game.Entities.Blocks.MyAirVent.ExecuteAction(MyToolbarItem action)
at SpaceEngineers.Game.Entities.Blocks.MyAirVent.UpdateActions()
at SpaceEngineers.Game.Entities.Blocks.MyAirVent.UpdateAfterSimulation100()
at Patched_Sandbox.Game.Entities.MyParallelEntityUpdateOrchestratorUpdateAfterSimulation100_0(Object )
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0<Run>b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\build\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 300
at Torch.VRageGame.Run() in C:\build\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 123
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
09:13:19.0728 [INFO] Initializer: Generating minidump at C:\Torch-Servers\SENDS05\Instance\Minidump.dmp
09:13:19.0728 [ERROR] Initializer: Keen broke the minidump, sorry.
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