[05:04:27]: [string "scripts/entityscript.lua"]:1399: assertion failed! LUA ERROR stack traceback: =[C]:-1 in (global) assert (C) <-1--1> scripts/entityscript.lua:1399 in (method) GetDistanceSqToInst (Lua) <1398-1403> self (valid:false) = GUID = 144636 Transform = Transform (0x3f6c0e50) inlimbo = false actionreplica = table: 0x3db8e090 actioncomponents = table: 0x40de7ca0 lower_components_shadow = table: 0x3029ceb0 entity = Entity (0x27bf60e0) AnimState = AnimState (0x3a6c84c0) prefab = circlingbuzzard_lunar _fadetask = PERIODIC 144636: 0.033333 Network = Network (0x20cd2620) persists = false name = MISSING NAME _isfadein = net_bool (0x2696d610) SoundEmitter = SoundEmitter (0x38021a60) _fadeframe = net_byte (0x282511d0) spawntime = 157.96667490527 Physics = Physics (0x3aafb110) replica = table: 0x35432560 components = table: 0x354d7c30 KillShadow = function - scripts/prefabs/circlingbuzzard.lua:87 inst = nil scripts/components/mutatedbuzzardcircler.lua:176 in (method) OnUpdate (Lua) <144-197> self = sine = 0.0024088729076657 direction = -1.5707963267949 scale = 1.1996335601894 max_speed = 7 max_dist = 12 min_dist = 8 speed = 5.0018321990528 min_speed = 5 sine_mod = 0.023003062878969 min_scale = 8 target_pos = (-163.40, 0.00, -75.18) last_valid_migration_node = Squeltch offset = (-2.71, 0.00, -11.69) angleRad = 1.7987167798268 max_scale = 12 distance = 12 inst = 144636 - circlingbuzzard_lunar (valid:false) update_target_pos_cooldown = 3 dt = 0.033333335071802 reverse = false angle = 0 scripts/update.lua:262 in () ? (Lua) <224-298> dt = 0.033333335071802 tick = 4740 k = 144636 v = 144636 - circlingbuzzard_lunar (valid:false) cmp = table: 0x476e3720 [05:04:27]: [string "scripts/entityscript.lua"]:1399: assertion failed! LUA ERROR stack traceback: =[C]:-1 in (global) assert (C) <-1--1> scripts/entityscript.lua:1399 in (method) GetDistanceSqToInst (Lua) <1398-1403> scripts/components/mutatedbuzzardcircler.lua:176 in (method) OnUpdate (Lua) <144-197> scripts/update.lua:262 in () ? (Lua) <224-298>
Steps to Reproduce
Not 100% sure if this happened by doing this (multiple people playing the server at this time), but it seems like it happened when they the shadows despawn when walking to a different biome. See video.
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1
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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