Comments (6)
Interesting. Looks like the players body material has not been copied. That error is also thrown for handles which did not ever point to a valid object, so most likely Destroyed is not correct here, but that's an other issue! 😄
Can you delete bin/cache/*
and try again? Maybe the player model got corrupted because of a crash while caching resources...
I'll take a look at it when I get home!
PS: I would suggest changing the issue title to "Crash due to body material not being available on start" or something...
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I already retried it with a cleared cache a few times, but the same error always happens. And I updated the title, but you can also do that yourself ;)
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There are some other executables, such as REGothCharacterMovementTester
. Does that work?
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I tried REGothCharacterMovementTester, it has the exact same error (with cleared cache). REGothWorldCacheTest, REGothWorldMeshViewer and REGothCharacterViewer seem to work (there are no errors).
from regoth-bs.
EDIT: Looking into a little closer. Commit e080948 was a bugfix so it works from cache, but the two lines in VisualCharacters onInitialized are always executed even if the objects are not loaded.
I am running into the same problem.
From my quick research at the point where setBodyTexture is called
REGoth-bs/src/components/VisualCharacter.cpp
Lines 40 to 46 in 408a0db
The mSubRenderable has not been initialized yet
REGoth-bs/src/components/VisualSkeletalAnimation.cpp
Lines 26 to 38 in 408a0db
I dont know enough about the component, but maybe it is enough to call buildObjectSubtree in the onInitialize function.
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When onInitialized
is called, the Visual does not even know what it should be drawing if I'm not mistaken. The subtree is only built after a visual has been assigned. We should rather guard the calls which set the textures by whether a head and/or body mesh exists IMHO.
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Related Issues (20)
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