dalolorn wrote:I'm going to point out that FTL wouldn't crash if its room indexing had holes unless you tried to shut down a repair drone that had attempted to travel between rooms. There may be a few other instances that I do not know about, but my own indexing errors didn't crash inside the hangar.
Yeah, guess I got so used to fixing crash-causing bugs that I wrote that out of custom
dalolorn wrote:P.S. Next time, warn me you're going to update... this is the 2nd update I've downloaded today.
Can't really give you a heads up if I myself do not possess that knowledge
I mostly push out the updates as they're needed / when I'm done with a feature and don't have anything else on my todo list
dalolorn wrote:Edit: By the way, you wouldn't happen to know as to why Chrome insists that both updates are viruses? I scan them with my own AV afterwards, and the two disagree considerably.
No idea why Chrome is acting that way, but it was reported earlier, too. Anyhow, I'd trust a full-fledged AV software more than a browser.
dalolorn wrote:I quickly received the following crash.log file while editing the Dominator:
Undo/redo is going to be the death of me.
This will happen if you have no object selected and try to nudge. It's easily fixed, though.
@ApexMods
I considered that, but with the way the editor works internally, it probably won't be easy to implement that. I don't really see a need for this, either, since doors are linked automatically on export, as long as they haven't been linked manually.
Though right now doors store their link in the form of an int, which will break if the rooms' IDs are reorganized -- I'll have to change that to be an object reference to room instead...
dalolorn wrote:IDs of the rooms and weapon mounts within the editor without deleting them
You can already edit IDs for mounts -- double click on one with the Selection Tool.