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227i found and fixed bugs

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.
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THEtomaso
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Re: 227i found and fixed bugs

Post by THEtomaso »

oh yes, disappearing Sliths bug fixed.
Nice! :)
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Smirftsch
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Re: 227i found and fixed bugs

Post by Smirftsch »

UED2.1: fixed default save directory in MusicBrowser
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed Mercenary can fire while being invulnerable
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Re: 227i found and fixed bugs

Post by Smirftsch »

UED2.1 fixed filter function at the bottom of the texture browser
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Re: 227i found and fixed bugs

Post by Smirftsch »

UED2.1: fixed building of very large and complex spheres (which did work yet in UED 2.0 due to compiler reasons, but crashed in 2.1)

Edit: seems that the changes for this also has a nice improvement in performance, for both UED and Unreal, so it seems that UED can build maps approx up 20% faster and I got a gain of about 5% FPS in my benchmark map on my testsystem (Windows only compiler change).
Last edited by Smirftsch on Sun Dec 01, 2013 12:48 pm, edited 1 time in total.
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.:..:
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Re: 227i found and fixed bugs

Post by .:..: »

Fixed so "GoodCollision" movers don't clip through player if large enough and moves fast enough into player. Also changed so if you are inside the mover you can leave from it without it blocking you.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Smirftsch
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed AmbushPoints won't work when building map because "taken" variable was set.
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed: ScriptedPawn issue: missing animation in state Hunting
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed: UPak.SpinnerProjectile issue: missing explosion sound in Coop
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed: UPak.Predator issue: biters can't bite
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed: Function Engine.Pawn.MoveToward does not work correctly when the parameter NewTarget refers to an Actor whose bDeleteMe == True.

This one and the three above were reported and worked out nicely including suggestions for fixes by MasterKent. Thanks! ;)
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed: UPak.SpaceMarines, when a SpaceMarine leaves a spawn point on level Crashsite2 prematurely, bad things may happen: he may have blue aura, wrong fatness and mass or be completely invisible, his weapon may have wrong fatness too.

thx for this one too MK ;)
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed Linux "gethostbyname failed" error message to return correct error code.
Fixing that allowed me to find out that the stalls in the serverbrowser which some people are experiencing in Linux, are caused by gethostbyname not being able to resolve the local hostname (at least on my system and distro). A possible solution is adding the local hostname to /etc/hosts, this fixes this problem entirely.
The new error message allows anyone now to identify the issue.
Last edited by Smirftsch on Sun Dec 08, 2013 7:20 pm, edited 1 time in total.
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed t_skaarj2 and t_skaarj3 are hidden in umenu.
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Re: 227i found and fixed bugs

Post by Smirftsch »

UED2.1: fixed crash when pressing enter in MeshProperties->Textures
UED2.1: fixed delete of unused Meshes
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed memleak in dynamic array handling, improvements (DynArrayElement/Array_Insert/Array_Remove)
Last edited by Smirftsch on Tue Jan 07, 2014 7:54 pm, edited 1 time in total.
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Hyper
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Re: 227i found and fixed bugs

Post by Hyper »

Fixed: AActor::performPhysics crash issue. :-)
Last edited by Hyper on Thu Jan 16, 2014 4:48 pm, edited 1 time in total.
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Smirftsch
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Re: 227i found and fixed bugs

Post by Smirftsch »

Fixed deleting Array entries (such as ServerPackages) from within advanced options getting ignored.
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed "stat light" to show the number of existing dynamic and static lights in a level.
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed some potential server security issue.
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed some timer issue for windows version, depending on appSeconds(), which causes mostly a problem for servers in relation with MaxTickRate. It seems that only a few systems are affected by this problem (maybe depending on hardware/bios).
This bug is existing in all versions before, including 224,225 and 226.
Last edited by Smirftsch on Thu May 22, 2014 3:35 pm, edited 1 time in total.
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed very rare TraverseFrom server crash
fixed realCrouch caused falling through static meshes
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.:..:
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Re: 227i found and fixed bugs

Post by .:..: »

Improved AI pathfinding even more by storing previous anchor path. So this should reduce the chance of having bots run back and forth between 2 pathnodes on a slope.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Smirftsch
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed softdrv rendering bug where meshes were "visible through" bsp.
Last edited by Smirftsch on Fri Oct 10, 2014 7:05 am, edited 1 time in total.
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Re: 227i found and fixed bugs

Post by Smirftsch »

Linux: fixed a wrong socket error message in execReadText and execReadBinary, fixed some message spam bug in ExportText
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