T3D 1,1 Beta 2 - Deleting New Material Causes Editor Script Errors - RESOLVED
by Steve Acaster · in Torque 3D Professional · 08/18/2010 (1:43 pm) · 10 replies
T3D 1.1 Beta 2
Windows 7 32bit
target:
Material Editor
Issue:
Deleting a new material before saving it causes a script error in materialEditor.ed.cs. Similar to this linky
Repeat:
Open up T3D and the Material Editor
Create a New Material
Delete it (no saving or actually doing anything with it)
Quit and Restart T3D
See that materialEditor.ed.cs is now mangled
Suggest:
Stop it from altering the editor's script file.
Windows 7 32bit
target:
Material Editor
Issue:
Deleting a new material before saving it causes a script error in materialEditor.ed.cs. Similar to this linky
Repeat:
Open up T3D and the Material Editor
Create a New Material
Delete it (no saving or actually doing anything with it)
Quit and Restart T3D
See that materialEditor.ed.cs is now mangled
Suggest:
Stop it from altering the editor's script file.
tools/materialEditor/scripts/materialEditor.ed.cs Line: 1875 - syntax error
>>> Advanced script error report. Line 1875.
>>> Some error context, with ## on sides of error halt:
// Create New and Delete Material
function MaterialEditorGui::createNewMaterial( %this )
{
%action = %this.createUndo(ActionCreateNewMaterial, "Create New Material");
%action.object = "";
%material = getUniqueName( "newMaterial" );
;
## ##
%action.newMaterial = %material.getId();
%action.oldMaterial = MaterialEditorGui.currentMaterial;
MaterialEditorGui.submitUndo( %action );
MaterialEditorGui.currentObject = "";
MaterialEditorGui.setMode();
MaterialEditorGui.prepareActiveMaterial( %material.getId(), true );
>>> Error report complete.About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
08/24/2010 (12:35 am)
Occurs on Windows 7 64-bit as well. Haven't looked into it any further though.
#3
Oh snap hold up, thats not the same as the rogue colon in materials.cs, is that the runtime crash when using the terrain material editor ?
08/24/2010 (1:14 am)
steve if thats the cause of the rogue colon thats really starting to annoy the moobies off me and it gets fixed, ill buy ya a pint or few !Oh snap hold up, thats not the same as the rogue colon in materials.cs, is that the runtime crash when using the terrain material editor ?
#4
crikey ... felt like Sherlock Holmes for a moment ... how exciting ... I'm off to shoot up some laudenum! :P
08/24/2010 (1:44 am)
Nope ... this is an entirely different rogue semicolon ... though the circumstances for triggering it are nearly the same ... so me suspects the same flaw is afoot!crikey ... felt like Sherlock Holmes for a moment ... how exciting ... I'm off to shoot up some laudenum! :P
#5
Was there a bug report submitted for the terrain material editor version of this?
08/24/2010 (3:46 pm)
Bug confirmed.Was there a bug report submitted for the terrain material editor version of this?
#6
www.torquepowered.com/community/forums/viewthread/119349
08/24/2010 (4:26 pm)
Yes, and it was logged, but not yet verified:www.torquepowered.com/community/forums/viewthread/119349
#7
08/24/2010 (4:33 pm)
Thanks Steve. Looks like that one was verified but the thread hasn't been updated yet. I'll update it now.
#8
09/02/2010 (5:01 pm)
Fixed in 1.1 Beta 3.
#9
I understand this is not a small thing to change, but I put this on my mental list of requested features.
09/10/2010 (7:43 am)
Sorry, coming back on this, but interpreting a single lonesome semicolon as an empty statement would help to avoid such script hanging iusses. I refer to my thread in Script issue. It shouldn't all be a question of efficiency, but also of usability.I understand this is not a small thing to change, but I put this on my mental list of requested features.
#10
Sorry =)
09/10/2010 (7:49 am)
I can go ahead and save you some trouble and say that we have absolutely no plans to change TorqueScript to treat a single lonesome semicolon as an empty statement.Sorry =)
Associate David Montgomery-Blake
David MontgomeryBlake