As long as your army has a spare party to send to the meatgrinder. I prevent the party from retreating from its target, so it can buy you as much time as it can survive.
FamilyFeudIssueBehavior.FamilyFeudIssueQuest.OnMissionEnd doesn't check if the player is in the target settlement when it checks for if the player has fallen unconscious. So if you get knocked out for any reason while the quest is ongoing, you fail.
I don't have a video, but I did make a mod that stops the bouncing from happening here. It also fixes some other bugs and should explain enough to tell you guys what the problem is. For this one, tell the devs to look at ScrollablePanel.ScrollToChild. Basically the scroll position of the list sometimes isn't set correctly when opening and collapsing the troop item. From my testing the size of the targetWidgetArgument varys wildly depending where on the troop tuple you click. Hope this helps.
Yup just saw those. But hey! Now TW has three different ways to fix their bug!
Any progress on a fix? The problem still exists on the now stable 1.8 branch.
It depends what you are doing, but since you're talking about coding, I assume you just mean XML and C#. I believe all XML is modifiable at runtime. That being said you'll still need to figure out when a particular XML file is deserialized or read, and modify it before then. If that xml happens to be loaded at startup, then obviously need to restart.
I've gotten around to testing the scene in-game again, and unfortunately the default_empty material causes a crash. There's nothing in the log that says this, but by assigning default_empty to different lods in a mesh I confirmed that it was the problem. So it doesn't cause a crash when in-editor, but does when in-game, and I'm sure it shouldn't cause a crash in either.
By doing process of elimination by moving entities into and out of the viewport, eventually I figured out the problem was caused by using the material pointlight_clear. I started using this material to make parts of a mesh invisible because default_empty caused a crash on previous versions. But now since default_empty apparently no longer causes a crash, my problem is solved.
^Right, this is what I mean. Will edit to be clearer. Main point is that the source of the problem of decals not rendering must have something to do with decal_atlas_all.
Yeah. Started on 1.7.1.
I have the same problem on 1.7.2 and I think I have something that might help. I compared rgl_log file for loading vlandia_town_e (Rovalt) and the rgl_log file for a city map I've made, which besides the missing flora works fine. Here's the section of the log file for vlandia_town_e:
[19:36:31.706] Scene_view::clear_all(Main_map)
[19:36:31.843] Loading xml file: $BASE/Modules/SandBoxCore/SceneObj/vlandia_town_e/scene.xscene.
[19:36:36.184] Loading xml file: $BASE/Modules/SandBoxCore/SceneObj/vlandia_town_e/atmosphere.xml.
[19:36:36.343] Granite Warning: W1005: Performance warning: A tile needs to be uploaded to a MipmapStreamingTexture with more than 256 redirects.
[19:36:36.523] Oro temporary memory watermark: 5.25 KB (max 256 KB).
[19:36:36.559] 1801 entities are registered as oro.
[19:36:36.812] rglShader_manager::read_compressed_shader_cache_package : 0.000131
[19:36:36.855] Placed tree count, 14299, shrub__mix
[19:36:36.879] Placed flora count, 15877, flora_grass_a_non_shadow
[19:36:36.899] Placed flora count, 35990, flora_grass_a_non_shadow
[19:36:36.932] Placed tree count, 132135, tree_high__mix_pine
[19:36:39.760] Loading xml file: ../../Modules/Native/Atmospheres/Interpolated/semicloudy_vlandia.xml.
[19:36:39.910] {[LOADING DEBUG] setup_battle_scene_Imp ended
[19:40:11.603] Scene_view::clear_all(Main_map)
[19:40:11.734] Loading xml file: $BASE/Modules/DellarteDellaGuerraScenes/SceneObj/dadg_dover_with_cliffs/scene.xscene.
[19:40:11.740] Loading xml file: $BASE/Modules/DellarteDellaGuerraScenes/SceneObj/dadg_dover_with_cliffs/atmosphere.xml.
[19:40:11.966] Granite Warning: W1005: Performance warning: A tile needs to be uploaded to a MipmapStreamingTexture with more than 256 redirects.
[19:40:12.148] Oro temporary memory watermark: 32.63 KB (max 256 KB).
[19:40:12.210] 1709 entities are registered as oro.
[19:40:12.854] rglShader_manager::read_compressed_shader_cache_package : 0.000081
[19:40:12.854] Missing shader from sack: pbr_terrain
[19:40:12.854] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.854] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.854] Missing shader from sack: pbr_terrain_shadowmap
[19:40:12.854] Missing shader from sack: pbr_terrain_pointlight
[19:40:12.860] Missing shader from sack: pbr_terrain
[19:40:12.860] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.861] Missing shader from sack: pbr_terrain
[19:40:12.861] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.864] Missing shader from sack: pbr_terrain
[19:40:12.864] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.864] Missing shader from sack: pbr_terrain
[19:40:12.865] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.865] Missing shader from sack: pbr_terrain
[19:40:12.865] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.866] Missing shader from sack: pbr_terrain
[19:40:12.866] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.867] Missing shader from sack: pbr_terrain
[19:40:12.868] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.870] Missing shader from sack: pbr_terrain
[19:40:12.870] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.870] Missing shader from sack: pbr_terrain
[19:40:12.871] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.873] Missing shader from sack: pbr_terrain
[19:40:12.873] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.874] Missing shader from sack: pbr_terrain
[19:40:12.874] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.876] Missing shader from sack: pbr_terrain
[19:40:12.876] Missing shader from sack: pbr_terrain_gbuffer
[19:40:12.961] Placed flora count, 0, flora_grass_b_non_shadow
[19:40:12.964] Placed flora count, 0, flora_grass_b_non_shadow
[19:40:13.000] Placed flora count, 0, flora_grass_b_non_shadow
[19:40:13.079] Loading xml file: $BASE/Modules/Native//ModuleData/water_prefabs.xml.
[19:40:13.095] Loading xml file: ../../Modules/Native/Atmospheres/Interpolated/semicloudy_vlandia.xml.
[19:40:13.228] {[LOADING DEBUG] setup_battle_scene_Imp ended
I'm on 1.7.2 and while I don't get a crash, I can't paint on nodes that have been resized
Yep, works as intended!