Tried it out but the link is still there.
Both from a chest to a rail docker, and from a rail to a chest.
I did do a /force_save before I exported it though.
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Mar 9 2017
Happens for all the multi-slots.
Anything else, including the combined shapes slot is fine.
Yep duplicate, the text that I fill in manually (copy pasted that display multiple times afterwards) is fine after loading the blueprint, the rest wasn't.
Mar 8 2017
Seems to be a duplicate or closely related to T118.
Still having this issue? I've checked on both the test server and a normal one and it appears for everyone. Maybe you can upload your log, could have some extra info in case this only happens for a few.
Unfortunately the youtube video seems to have been removed because it was too long. Could you upload a blueprint of the ship and target you were using where you saw this issue happening?
Hm not fixed, example blueprint that has it (to check it out later), seems it can still happen if you replace the rails while they're moving on it.
Doesn't really feel like a bug to me, it's just that the replace filter doesn't auto link anything that you're linked to with C, nor does it keep the link in if you replace a linked block with the same block type since it's basically removing the original one (which includes the connections) and replaces it with whatever you have selected.
Mar 4 2017
Mar 2 2017
-validated-
Mar 1 2017
Mirror cubes is definitely not working properly for most blocks but should be unrelated to this issue.
This replace/symmetry part can be seen as a feature request though. In some situations you would want to apply a single orientation replace on a larger area which can be accomplished by using symmetry to extend your build box size. If it also mirrors this you would get undesired results.
Hmfp, probably improved but still has issues. It's not exactly consistent so I'll need to spend some more time figuring out why it does this.
Feb 28 2017
-QA Testing-
Hm, none as far as I know. Most likely the blocks used in those templates were custom.
That's a different issue than this particular task though, if you have an example template that shows this corruption issue, please make a bug report about it and include the file in your description.
One of the older bugs, when a camera is used on a dock, it uses the default orientation (which is the front). Merging with existing task.
-Fix confirmed-
Haven't seen it happening since, assuming the fix worked.
-fix confirmed-
-fix confirmed-
-fix confirmed-
-fix confirmed-
-fix confirmed-
-fix confirmed-
Works fine, although the damage display numbers seem to be off. Not only for explosive effect though so gotta take a closer look at that for another task.
One of the older bugs we have yet I can't find its older task. Maybe not exported from Redmine or I imagined we had that report.
I'll retest this one then.
Feb 27 2017
Feb 24 2017
Feb 23 2017
Feb 22 2017
Only fixed for new overwrites, or overwrites of something that was already overwritten. Basically an entry that already has this, can be fixed if you save over it again.
Gotta check it out more thoroughly before I can consider merging both tasks.
Looks like a duplicate of T390 although every weapon should be affected by that, not only missiles.
Will close it then, if it's this random. When it happens again, poke me somewhere and I'll re-open this task to take another look at it.
Thanks, I'll merge it with a duplicate and check it out thoroughly once more.
Could you upload a blueprint of a ship that has it from time to time?
Alright, thanks for checking. It's another one of those GL_INVALID issues which can be related to your GPU driver or a very specific situation in-game. Without knowing how to reproduce it, it's not possible to fix it.
If you ever encounter it again, leave a message here and/or send me a conversation on SMD or Phabricator itself. I'll re-open it then.
Feb 21 2017
It's not something that can be fixed, only optimized. It's not a bug.
What you're doing is asking the game to do a large block edit in a single click. It's too much to handle in a short amount of time so you're stalling a thread, which causes the rest to be on hold. The game kicks you out if it thinks it is stalled for too long (which it is) since you're timing out.
Consider using a smaller build box area since it also depends on how fast your CPU is handling this.