Closed anth1256 closed 3 years ago
If I skip Step 5, this doesn't happen.
Oh. I can even do Step 7, then load a different plane and it still does it.
Good catch there. This looks related to yesterday's fixes to prevent double-loading vehicles. I think there's one edge case there that I missed.
Ok, yeah, this actually turns out to be a secondary problem that another fix I did caused. Yesterday I also fixed the Leave button in the workshop, which could cause a vehicle to be left stuck on the build area.
When you enter the game via the workshop game mode, the game sets a WorkshopMode flag, which is how things know that once they start up, the game should get itself into the editor.
The problem is that this also notifies the editor logic that it shouldn't start a new blank vehicle, because the one you selected (specified in the CraftToLoad value) is going to be spawning in.
All that is fine, until you actually leave the editor through that button. That, as of yesterday, will despawn the vehicle you had, but with a craft to load value still set, the next time you enter the editor, the game will still think a vehicle is about to load, so it just sits there, waiting for a vehicle that is never spawned.
So, what I'm doing here is changing how the game uses the CraftToLoad value that gets set in the main menu, so after it is used (at player spawn), it is gets put away. This way the vehicle editor knows to not expect that vehicle to spawn again when you re-enter it. This resets back when you return to the menu, so you don't lose the selection when you leave the scene.
Ok, I think this one is fixed. Will be on the next build
Cool, I will retest when the next build is released
To Reproduce Steps to reproduce the behavior: From the main menu:
Now the drop down gizmo menu is a white box with "caption" and none of the buttons are working, and the UI at the bottom is completely missing, and I cant pick from the part menu either
Video Evidence https://youtu.be/jVBnUNyMz-A