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Nahlásit problém s překladem









Quick technical bits:
- Normal rotation is done via matrix transform on groups of UI elements via HUD Space Node.
- Per-quad/sprite rotation requires you to recalculate the four vertex positions for each quad (2D or 3D).
- Texturing uses the built-in billboard system with Transparent Materials [spaceengineers.wiki.gg].
To get a clearer idea of what my framework actually does, you may want to check out the overview here [github.com]. If you're having trouble figuring out where to start, then the modding-programming channel on the KSWH Discord (linked in the description), may be better.
Does this mod support rendering images or sprites along with rotating/coloring sprites?
Currently, this mod will cause a bug when a "pseudo" connected merge block is connected.
The error occurs, when a projected small grid contains a merge block which is turned off, facing a another merge block upon which it is printed. When the merge block from the small grid blueprint is toggled on, an error "Missing blueprint" or similar will be spammed to the client.
The error can be avoided by saving blueprints with merge blocks on, but thought it might be nice if it was fixable. I believe the new update changed some file destinations?
Thanks for the mod btw, cool stuff
getting this error
2024-10-15 13:46:10.820 - Thread: 1 -> Exception occurred: VRage.Game.ModAPI.ModCrashedException: Mod crashed! ---> System.Exception: Types of ApiModule cannot be instantiated before RichHudClient is initialized.
at RichHudFramework.Client.RichHudClient.ApiModule`1..ctor(ApiModuleTypes componentType, Boolean runOnServer, Boolean runOnClient)
at RichHudFramework.UI.Client.BindManager..ctor()
at RichHudFramework.UI.Client.BindManager.Init()
at RichHudFramework.UI.Client.BindManager.get_Instance()
at RichHudFramework.UI.Client.BindManager.GetBindGroup(String name)
at Sprays.Math0424.SpraysMod.UnloadData()
at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
--- End of inner exception stack trace ---
at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
at Sandbox.Game.World.MySession.Unload()
at Sandbox.Game.World.MySessionLoader.Unload()