- ๐ Hi, Iโm @yardik
- ๐ Iโm interested in all things gaming, ai, programming.
- ๐๏ธ Iโm looking to collaborate on pretty much anything.
mapsharingmadeeasy's Introduction
mapsharingmadeeasy's People
mapsharingmadeeasy's Issues
Map sync makes people think the game crashed
Might want to have a "Syncing map, may lock up the game for a moment..." message.
Piece being added to Items list
MapSharingMadeEasy/Patches/ObjectDB.cs
Line 26 in 9a3334a
So this is a prefab for a piece, not an item, but it's being added to the items list in ObjectDB. Anything that tries to look it up or spawn an item with this ID will break, because things will try to look for an ItemDrop component on the prefab.
An exception is thrown when receiving map data
When a user standing next to you sends map data, data appear in my console.
Then an exception is thrown and no 'Accept data' message is shown.
I will provide the exact exception later.
The exception is about reaching the mesh size in Unity.
I can send my data without problems but I am unable to receive map data.
Server side deployment still gives bad map data to clients
When pressing F7 to receive data it says versions are incompatible but the DLL is copied from 1 source to all machines so it is 1:1 identical
when using the object to drop pins the interaction works fine
is this meant to be deployed client side or server side or both?
Unintentionally renaming prefab
MapSharingMadeEasy/MapSharingMadeEasy.cs
Line 48 in 9a3334a
I don't know what your intention was with this line, but you're unintentionally renaming the whole prefab, not just the name of this piece. You would use m_name
here instead, as name
is referencing the name of the GameObject
, not the Piece
.
Add a key to accept the map but not the pins, and vice versa
Some of the people I play with have different feelings about how many pins a person should do. Give people the ability to accept the map, the pins, both or neither
Nexus link broken
As the title states, the link in the readme file doesn't work.
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