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Rhonen

Very Important Vintarian
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Everything posted by Rhonen

  1. nice, i will take one of them.
  2. still working on improving the ui. Try to get better text ouput for materials.
  3. ye i remember that. and i am sure your interval was close to that 1.5s. after have all working for 1.16.0, i will try to investigate again about that. but i can not promise anything, while did not found any kind of causer last time.
  4. the mmain thing is, that the mod tries only all 5 seconds to request an information by a message channel. the message channel system is given by the game itself. it's like a Messaging system in other languages, as i understood. so it's not that the mod is waiting for a message and blocks the ui until a timeout or something. so i can not see what the 1.5 seconds peeks are comming from. on my 2 years old system i have no peeks, with and without the 'server-side' mod for the hud. i believe your words, may be there is something, what is not optimal... may be. i am no expert in c-sharp, nor with this ui-framework. also the hud-update interval is not 1.5 secs. so, i have no idea why you have peeks on this interval.
  5. Seems there is a new bug, while rework the ui handling. the drawed information before inventory is not always in sync. FYI
  6. does not looks like so.
  7. ye i will try to add this in 1.16.0
  8. Update released - 1.3.2 For 1.15.10 Fixed UI Crash Fixed UI-Memory leak Tested as good as possible; but pls make backups of your maps. https://mods.vintagestory.at/show/mod/285
  9. yes, that was one point i found out by your 1.16.0 pre source on git. but thanks for confirm this point another was a wrong call which also creates the GUI-Itemslots again and again, seems the GUI Framework does not clear the instances before correctly, may be the GUI holds the itemslots in usage so the carbage collector does not collect them, but not sure how the GUI Framework works in backend. i hope on weekend i find enough time to test this changes with 1.15.10
  10. Some update from the BugFront. First investigation and difference-checks done (thx Tyron for publishing 1.16.0-pre1 code samples). 1. Memoryleak on GUI level seems fixed (pressing right click) 2. Changes to GUI-Control seems also fixed the `System.InvalidOperationException` Crash-to-Desktop, but will still invest some time to be 99%sure. 3. The changes are from 1.16.0-pre, have to check this changes would also work to 1.15.10 Stay calm, and please dont tell lies, i would not care about my mods.
  11. interesting, i will try to reproduce this one; this is very unexpected cause on starting the mod this instance must not be null, so on shutdown it should not be null too. Will make it mroe robust at this point. thx.
  12. thx for the hint, i will take a look for that
  13. @Aledarkthanks for reporting, seems the handling inside from the GUI crashed. Why i can not explain. May be there are changes by Tyron, which makes problems - also the memoryleak while GUI-Itemslot increase unexpected by redrawing the gui (right click). May be the mod needs a whole rework, but for now i do not have the time.
  14. Grundlegend funktionieren sie wie die vanilla Leiter. Da wir den movementmod nicht nutzen, kann ich es nicht ausschliesen, dass es hier ein problem geben könnte.
  15. thanks for your report, will have to invest what exactly is happening. by debugging this is no default leak, while creating new instances of objects, but the inventory's itemslots grown up unexpected, this causing a memory usage.
  16. sorry missed your question. So ye, should work without any problems
  17. ah okay, we play still on 1.15.7 so i did not see that information yet. Hmm may be it could be an optional display... i will think about it.
  18. what do you mean with "Rift activity" ?
  19. they are in creatures, may be mod not activated?
  20. thanks for reminder. did not forgett, but have some medical issues since 2 month. hopefully its fine in january and then i will try so clean up some minor warning / handlings. until i will only make patches if something went wrong / crashes. sorry for that news, but i hope you understand that point.
  21. and again: you can ignore that, this is only why this mod supports the straw of lazytweak. if that mod is not installed, this error appers in log.
  22. thanks for your suggestion. But this is currently not planned.
  23. it is same behavior like the sheeps, so, you have to feed them to get a higher level by domnesticate. i am not sure which level it is, but on a higher level they do not attack instantly.
  24. hmm was not intended to let the test inside. sorry for that. if building plus is overwrite my recipes, then i can not change anything there. sorry.
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