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About Tykvesh

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  1. ItemAffinity component looks for items in the inventory (which includes the overflow container), but only updates when receiving events ("itemget", "itemlose" or "dropitem") from the entity it's assigned to. So this means that when an item is moved from the main inventory to the overflow container, ItemAffinity thinks that the item is lost, until it's updated again.
  2. There's a property on entities which is used to determine if they should persist between save reloads (e.g. inst.persists = true), but the inventory component always saves the active item (cursor's slot), persisting or not. scripts/components/inventory.lua:115
  3. So this functions always returns false if the passed entity has no "inkable" component. simutil.lua:323 function CanEntitySeePoint(inst, x, y, z) return inst ~= nil and inst:IsValid() and (inst.components.inkable and not inst.components.inkable.inked) --"should be: and (inst.components.inkable == nil or not inst.components.inkable.inked)" and (TheSim:GetLightAtPoint(x, y, z) > TUNING.DARK_CUTOFF or _CanEntitySeeInDark(inst)) and (_GetEntitySandstormLevel(inst) < TUNING.SANDSTORM_FULL_LEVEL or _CanEntitySeeInStorm(inst) or inst:GetDistanceSqToPoint(x, y, z) < TUNING.SANDSTORM_VISION_RANGE_SQ) end
  4. I hope this demonstration is clear enough:
  5. When there are a bunch of entities present (24 or more to be precise) each of which have haunted FX applied to them, the game will silently crash and this will appear in the log: This doesn't happen outside the beta.
  6. Glommer has vomit audio in game files, which also persists in it's stategraph file, but the sounds never play during gameplay because the timeline that calls them is overriden by another timeline. Also, Don't Starve has the same issue.
  7. Let me explain why it's all right. The server is the master simulation, while each player (even the host) has their own, local simulation. But if caves are disabled, the host is directly the master sim. The entity count is the amount of entities in the simulation. Clients (if caves are enabled – both the surface and the caves are running as a separate processes, so the host player is a client too) only see the entities in their "view range" (which is about a few screens away from player's position), so that's why the count varies that much.
  8. Also there are few frames where character's head is duplicated (from 39% to 45% of animation timeline).
  9. All other emotes from the forge event has their mounted versions (and I'm very proud of the guy who decided to do that!). And this one is valid for using while riding a beefalo, too. But it's just a blank animation.
  10. I already reported it in the forge beta bug tracker but it was closed without cause as soon as the beta tracker have been archived. It wasn't conflicting with body skin during the forge beta, but now it's broken. Screenshot from the beta: Current look: