tyronx
Repos
23
Followers
67
Following
2

Events

Crash on trying to place an item with overlays into Ground Storage

Game Version: 1.17.3 Platform: Windows Modded: Yes SP/MP: Singleplayer

How to reproduce

  1. Add item with GroundStorable behavior (tested with Quadrants)
  2. Add texture and overlays
  3. Place it on the ground
  4. It crashes

Logs

Running on 64 bit Windows with 16 GB RAM 
Game Version: v1.17.3 (Stable)
2022-09-11 17:33:28: Critical error occurred
Loaded Mods: examplemod@, game@1.17.3, creative@1.17.3, survival@1.17.3
System.ArgumentNullException: Value cannot be null.
Parameter name: Unable to find a texture for texture code 'mono' in item examplemod:itemwithoverlay. Giving up. Sorry.
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 390
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 364
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 279
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation name, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 155
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 633
   at Vintagestory.GameContent.BlockEntityDisplay.genMesh(ItemStack stack) in VSSurvivalMod\BlockEntity\BlockEntityContainerDisplay.cs:line 200
   at Vintagestory.GameContent.BlockEntityGroundStorage.getOrCreateMesh(ItemSlot itemSlot, Vec3f offset) in VSSurvivalMod\BlockEntity\BlockEntityGroundStorage.cs:line 1035
   at Vintagestory.GameContent.BlockEntityGroundStorage.updateMeshes() in VSSurvivalMod\BlockEntity\BlockEntityGroundStorage.cs:line 1012
   at Vintagestory.GameContent.BlockEntityGroundStorage.OnPlayerInteractStart(IPlayer player, BlockSelection bs) in VSSurvivalMod\BlockEntity\BlockEntityGroundStorage.cs:line 473
   at Vintagestory.GameContent.BlockGroundStorage.CreateStorage(IWorldAccessor world, BlockSelection blockSel, IPlayer player) in VSSurvivalMod\Block\BlockGroundStorage.cs:line 240
   at Vintagestory.GameContent.CollectibleBehaviorGroundStorable.Interact(ItemSlot itemslot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling, EnumHandling& handling) in VSSurvivalMod\CollectibleBehavior\BehaviorGroundStorable.cs:line 170
   at Vintagestory.API.Common.CollectibleObject.<>c__DisplayClass97_0.<OnHeldInteractStart>b__0(CollectibleBehavior bh, EnumHandling& hd) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1092
   at Vintagestory.API.Common.CollectibleObject.WalkBehaviors(CollectibleBehaviorDelegate onBehavior, Action defaultAction) in VintagestoryApi\Common\Collectible\Collectible.cs:line 2713
   at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1095
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 860
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 835
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 563
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 192
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1176
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1364
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 204
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 711
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 615
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 132
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
   at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 104
   at Vintagestory.Client.ClientProgram.Main(String[] rawArgs)
Created at 1 day ago
Crash on trying to place an item with overlays into Ground Storage

thanks for the report. This should be fixed for next release

Created at 1 day ago
issue comment
[suggestion] possible performance improvement

api.php:264 redirects to an if statement.

Created at 1 day ago
issue comment
improved DX and api tweaks

sure, feel free

Created at 1 day ago
issue comment
improved DX and api tweaks

new api funtionality is now online

Created at 2 days ago

remove files/ prefix from docs

Created at 2 days ago

revert removal of files/ prefix. would break backwards compatibility

Created at 2 days ago
issue comment
improved DX and api tweaks

wait, removing /files everywhere will break backwards compatibility with 3rd party tools using the api

Created at 2 days ago

added summary field, various visual improvements

Created at 2 days ago

feat: improved dev experience

feat: api tweaks

Changed comments/changelogs endpoints to take an assetid, if it's not provided the latest 100 are shown as discussed in #9

Added files/ in front of release mainfile for consistency, this is how the logo url is also returned

Added mod screenshots and trending points to the mod endpoint

Added lastreleased/trending points to the mods endpoint

Added ability to order the mods endpoint by limited list of columns and decide the direction

Updated README.md to reflect the changes

refactor: convert spaces to tabs (oups)

fix: /api/mod logo inconsistency

chore: separated sample DB data from DB schema

zsampledata.sql was prefixed with z so it gets auto ran after tables.sql

fix: returned files according to defined URLS convention

https://github.com/anegostudios/vsmoddb#urls

Merge pull request #10 from gabriel-andreescu/master

improved DX and api tweaks

Created at 2 days ago
pull request closed
improved DX and api tweaks

Changed comments/changelogs endpoints to take an assetid, if it's not provided the latest 100 are shown as discussed in https://github.com/anegostudios/vsmoddb/pull/9

Added files/ in front of release mainfile for consistency, this is how the logo url is also returned

Added mod screenshots and trending points to the mod endpoint

Added lastreleased/trending points to the mods endpoint

Added ability to order the mods endpoint by limited list of columns and decide the direction

Improved development experience with some sample data and a way to setup a dev env without vscode, also fixed some annoyances encountered during my testing, they were documented with comments.

Updated README.md to reflect the changes

Created at 2 days ago
issue comment
improved DX and api tweaks

thank you for this!

Created at 2 days ago
issue comment
TreeAtrribute MergeAttribute causes unintended flattening of nested Trees

there's actually two more bugs:

  • The source tree had no lock() applied to it
  • Source tree attributes were merged without cloning them, causing likely undesired references in the destination tree
Created at 4 days ago
issue comment
TreeAtrribute MergeAttribute causes unintended flattening of nested Trees

right, i think i understand now. Thank you for the clarification. I will rewrite this to avoid future confusion.

Created at 4 days ago
issue comment
TreeAtrribute MergeAttribute causes unintended flattening of nested Trees

I don't think that is correct, @islasa1. Line 905 reads from the other tree, lines 909 and 925 write to the current tree. The direction merge is thisTree<-otherTree from function arg

Created at 5 days ago

Update to 1.17.4

Created at 6 days ago

Update to 1.17.4

Created at 6 days ago

Update to 1.17.4

Created at 6 days ago
Crashes when making small troughs with maple boards

Game Version: 1.17.3 Platform: Windows Modded: No SP/MP: Multiplayer

Description

Twice I tried to make troughs using maple boards. I was planning to make two, so I put double the amount into the slots, and then when I took the trough out, the game crashed and closed completely. I tried again, and the game logged me out of the server but did not close completely. When I logged back in, a small trough was on the ground. I was then able to make a second one with no problems.

How to reproduce

See the description. I have no idea if you'll be able to reproduce it.

Expected behavior

I expected to be able to make the troughs with no issues.

Screenshots

Sorry, I didn't take any.

Logs

Running on 64 bit Windows with 8 GB RAM 
Game Version: v1.17.3 (Stable)
9/10/2022 10:20:09 PM: Critical error occurred
Loaded Mods: game@1.17.3, creative@1.17.3, survival@1.17.3
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Common.ItemSlotCraftingOutput.TryPutInto(ItemSlot sinkSlot, ItemStackMoveOperation& op) in VintagestoryLib\Common\GameContent\Inventory\ItemSlotCraftingOutput.cs:line 40
   at Vintagestory.API.Common.ItemSlotOutput.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlotOutput.cs:line 39
   at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 448
   at Vintagestory.Common.InventoryCraftingGrid.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryLib\Common\GameContent\Inventory\InventoryCraftingGrid.cs:line 112
   at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 979
   at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 772
   at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 638
   at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
   at Vintagestory.Client.NoObf.GuiDialogInventory.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 546
   at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
   at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251
   at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
   at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
   at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 9/8/2022 9:05:42 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1578939304548704450, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: Vintagestory.exe
P2: 1.17.2.0
P3: 63120498
P4: StackHash_0000
P5: 0.0.0.0
P6: 00000000
P7: 00000000
P8: PCH_84
P9: 
P10: 

Attached files:
\\?\C:\Users\C\AppData\Local\Temp\WER154F.tmp.WERDataCollectionStatus.txt
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER250F.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER254E.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER254B.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER259B.tmp.txt

These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_459823c9e6e329de3284da66939c9c8544168_84fbe18f_6dc37d78-5c62-4aba-af49-8980990b35e6

Analysis symbol: 
Rechecking for solution: 0
Report Id: 163c942e-53af-4a27-bc9a-bc10c017b911
Report Status: 268566528
Hashed bucket: c1b813d6cf6fe5d0f5e984ee918720c2
Cab Guid: 0 }
--------------
{ TimeGenerated = 9/8/2022 9:05:35 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.17.2.0, time stamp: 0x63120498
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0x00000000
Fault offset: 0x0000000000000000
Faulting process id: 0x4c90
Faulting application start time: 0x01d8c3e4e4414397
Faulting application path: C:\Games\Vintagestory\Vintagestory.exe
Faulting module path: unknown
Report Id: 163c942e-53af-4a27-bc9a-bc10c017b911
Faulting package full name: 
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 9/8/2022 9:05:34 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FF8DFC84FD9
Stack:
   at System.Environment._Exit(Int32)
   at System.Environment._Exit(Int32)
   at System.Environment.Exit(Int32)
   at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
   at OpenTK.NativeWindow.OnClosedInternal(System.Object, System.EventArgs)
   at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
   at OpenTK.Platform.Windows.WinGLNative.HandleDestroy(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
   at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
   at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
   at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
   at OpenTK.Platform.Windows.WinGLNative.DestroyWindow()
   at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
   at OpenTK.Platform.Windows.Functions.DispatchMessage(OpenTK.Platform.Windows.MSG ByRef)
   at OpenTK.Platform.Windows.Functions.DispatchMessage(OpenTK.Platform.Windows.MSG ByRef)
   at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
   at OpenTK.GameWindow.Run(Double, Double)
   at Vintagestory.Client.ClientProgram.Start(Vintagestory.Client.ClientProgramArgs, System.String[])
   at Vintagestory.ClientNative.CrashReporter.Start(System.Threading.ThreadStart)
   at Vintagestory.Client.ClientProgram.Main(System.String[])
 }
Created at 6 days ago
Crashes when making small troughs with maple boards

duplicate report

Created at 6 days ago
glitchy behavior/conditional item duping when moving crafting grid items using keyboard bindings

Game Version: 1.17.0-rc5 Platform: Windows
Modded: No SP/MP: both

Description

whenever i go to craft a bunch of skeps for my bee farm, i try use the number (hotbar slot) keys to quickly move the skeps from the crafting output to empty slots on my hotbar, however whenever i do this, every other item crafted bugs out the crafting grid and forces me to use mouse inputs to craft the skeps. further testing shows this affects all recipes, and also using "q" (to drop the item on crafting) bugs out with this behavior.

How to reproduce

  1. place the crafting materials to make a bunch of skeps into your crafting grid (or any other recipe)
  2. attempt to output the skep recipe onto an empty hotbar slot OR by pressing "q". this will craft the item as expected
  3. attempt to output ANOTHER empty skep recipe onto another hotbar slot (or by pressing q). the crafting result will fail, no items are consumed, and the output recipe will disappear from the crafting grid.

Screenshots

image

Created at 6 days ago
glitchy behavior/conditional item duping when moving crafting grid items using keyboard bindings

thanks for the report, issue 1 should be fixed as well for 1.17.4

Created at 6 days ago
Paintings on glacier ice : wrong rendering

Game Version: 1.17.3 Platform: Mint Modded: No SP/MP: Singleplayer

Description

Paintings on a glacier ice wall are well rendered only when very close.

Screenshots

2022-09-12_14-40-51 2022-09-12_14-41-07

Created at 6 days ago