Quistar-LAB / TreeAnarchy

Tree Anarchy. This is a rewrite of the original Unlimited Trees mod in order for tree snapping to function
MIT License
3 stars 1 forks source link

Game Stuck / Tree Rotation #11

Closed chameleon-tbn closed 3 years ago

chameleon-tbn commented 3 years ago

After a while - and i can't say if there is any specific action causing it - the game stucks... to explain:

The UI can be clicked but nothing can be selected on the map nor can i unpause the game. I can open any kind of menu and activate any tool... but they are not working... Every time i had this (third time now) i was using Forest Brush and the only tree relevant mod i've changed is yours.

Only option i have after such a stuck is to close the game to desktop using the menu

Please find attached my logs output_log.txt TMPE.log

Second Point i had: I excluded Tree Movement Control, as it's functions seems to be included in Tree Anarchy... but for me the Trees do not rotate then...

chameleon-tbn commented 3 years ago

After restart for the moment Tree rotation works...

Quistar-LAB commented 3 years ago

now... that's a HUGE log file......

'Rennmont' failed to load. System.NullReferenceException: Object reference not set to an instance of an object at LoadPanel.Refresh () [0x00000] in :0 [Serialization]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

2,938,819ms | Refreshing package 'Rennmont' [C:\Users\jaeln\AppData\Local\Colossal Order\Cities_Skylines\Saves\Rennmont.crp] [Packer - Internal] 2,949,573ms | UnifiedUIMod | [Debug] 2,925,725ms | RoundaboutBuilderButton.OnToolChanged(): newTool.namespace = Trying to copy properties from null material.

Your city was auto-saving, and this null reference exception occured at LoadPanel.Refresh. I'm not familiar with this invoked method, but it sure does look like unifiedUIMod to me.

There are some other areas that can be considered major issue, but you can start from here

Quistar-LAB commented 3 years ago

Another possibility is Prop Painter mod, I always felt this mod was buggy. You can remove it and test. The reason why I say this is because I had a thorough look through the codes in Prop Painter. My Propitize mod was architecturally copied over from Prop Painter, and I have to say.... its not that good in design. Anyways, this is another place to look for your problem, based on the output.txt

chameleon-tbn commented 3 years ago

Thanks. yes Prop Painter i was on to remove... but forgot :D

Quistar-LAB commented 3 years ago

Is the tree rotation working?

chameleon-tbn commented 3 years ago

Yes, all seems to be good regarding to your Mod. But i'll do some Stress Test with 150 mods :)

chameleon-tbn commented 3 years ago

Tree rotation works using Find It mod but do not work using Forest Brush mod

Quistar-LAB commented 3 years ago

Yes you are correct. The original way of random tree rotation was to use Eular math within the global Render of each tree. This added an approximately 15ms drawing each tree, since .Net3.5 does not provide the SIMD vector math instructions. So in order to maintain performance, I had to remove it and do the math individually for each case, whether using tree tool or moveit. I didn't do it for forest brush though

chameleon-tbn commented 3 years ago

Will you add that?

Quistar-LAB commented 3 years ago

Yes I can, but fixing tree under terrain is my priority ATM,I haven't looked into forest brush codes yet

Quistar-LAB commented 3 years ago

This issue is fixed