Fix crash on login/logout?
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@@ -138,7 +138,7 @@ public class TemplateEditorManager : IDisposable
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};
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};
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if (!Character.IsValid) //safeguard
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if (!Character.IsValid) //safeguard
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ChangeEditorCharacterInternal(_gameObjectService.GetCurrentPlayerActorIdentifier()); //will set EditorProfile.Character
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ChangeEditorCharacterInternal(_gameObjectService.GetCurrentPlayerActorIdentifier().CreatePermanent()); //will set EditorProfile.Character
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EditorProfile.Templates.Clear(); //safeguard
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EditorProfile.Templates.Clear(); //safeguard
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EditorProfile.Templates.Add(CurrentlyEditedTemplate);
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EditorProfile.Templates.Add(CurrentlyEditedTemplate);
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@@ -335,6 +335,8 @@ public class TemplateEditorManager : IDisposable
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return;
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return;
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}
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}
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localPlayer = localPlayer.CreatePermanent();
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if (_configuration.EditorConfiguration.PreviewCharacter != localPlayer)
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if (_configuration.EditorConfiguration.PreviewCharacter != localPlayer)
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{
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{
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_logger.Debug("Resetting editor character because automatic condition triggered in OnLogin");
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_logger.Debug("Resetting editor character because automatic condition triggered in OnLogin");
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@@ -276,7 +276,7 @@ public class ProfilePanel
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if (ImGuiUtil.DrawDisabledButton("Apply to mannequin", buttonWidth, string.Empty, !_actorAssignmentUi.CanSetMannequin))
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if (ImGuiUtil.DrawDisabledButton("Apply to mannequin", buttonWidth, string.Empty, !_actorAssignmentUi.CanSetMannequin))
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_manager.AddCharacter(_selector.Selected!, _actorAssignmentUi.MannequinIdentifier);
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_manager.AddCharacter(_selector.Selected!, _actorAssignmentUi.MannequinIdentifier);
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var currentPlayer = _actorManager.GetCurrentPlayer();
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var currentPlayer = _actorManager.GetCurrentPlayer().CreatePermanent();
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if (ImGuiUtil.DrawDisabledButton("Apply to current character", buttonWidth, string.Empty, !currentPlayer.IsValid))
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if (ImGuiUtil.DrawDisabledButton("Apply to current character", buttonWidth, string.Empty, !currentPlayer.IsValid))
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_manager.AddCharacter(_selector.Selected!, currentPlayer);
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_manager.AddCharacter(_selector.Selected!, currentPlayer);
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@@ -144,7 +144,7 @@ public class BoneEditorPanel
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if (ImGuiUtil.DrawDisabledButton("Apply to mannequin", buttonWidth, string.Empty, !_actorAssignmentUi.CanSetMannequin))
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if (ImGuiUtil.DrawDisabledButton("Apply to mannequin", buttonWidth, string.Empty, !_actorAssignmentUi.CanSetMannequin))
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_editorManager.ChangeEditorCharacter(_actorAssignmentUi.MannequinIdentifier);
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_editorManager.ChangeEditorCharacter(_actorAssignmentUi.MannequinIdentifier);
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var currentPlayer = _gameObjectService.GetCurrentPlayerActorIdentifier();
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var currentPlayer = _gameObjectService.GetCurrentPlayerActorIdentifier().CreatePermanent();
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if (ImGuiUtil.DrawDisabledButton("Apply to current character", buttonWidth, string.Empty, !currentPlayer.IsValid))
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if (ImGuiUtil.DrawDisabledButton("Apply to current character", buttonWidth, string.Empty, !currentPlayer.IsValid))
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_editorManager.ChangeEditorCharacter(currentPlayer);
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_editorManager.ChangeEditorCharacter(currentPlayer);
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