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This repository has been archived by the owner on Apr 8, 2021. It is now read-only.
Describe the bug
the lua onObjectDestroy (dying_object) functions triggers by exiting the game, which causes error messages, that the object reference passed to lua onObjectDestroy (dying_object) is not valid
To Reproduce
Steps to reproduce the behavior:
functiononObjectDestroy(dying_object)
log("1")
end
open a single player table, add one object, add the code to global and save the game.
leave the game
load the saved game
repeat steps 1&2 until error is shown
sometimes an error messages is shown, that the object reference is invalid. i have also seen, that the table object is passed sometimes as dying_object
Expected behavior
the function should not be triggered by exiting the game. it makes no sense
When it does break, _broken is left set to true so future calls don't do anything. In my case I was getting hundreds of errors on exit, so I can live with just one now.
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Describe the bug
the
lua onObjectDestroy (dying_object)
functions triggers by exiting the game, which causes error messages, that the object reference passed tolua onObjectDestroy (dying_object)
is not validTo Reproduce
Steps to reproduce the behavior:
open a single player table, add one object, add the code to global and save the game.
sometimes an error messages is shown, that the object reference is invalid. i have also seen, that the table object is passed sometimes as dying_object
Expected behavior
the function should not be triggered by exiting the game. it makes no sense
Tabletop Simulator Info:
Known workarounds
Not Known
Link To TTS Post
https://forums.tabletopsimulator.com/showthread.php?8929-onObjectDestroy-or-onDestroy-triggers-by-game-exit
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