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− | {{TOC right}}
| + | To view and report bugs, go to http://code.google.com/p/bitfighter/issues/list |
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− | This is list of our current high-priority bugs for Bitfighter.
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− | Not all issues belong on this list -- only those that are a high priority for the next release. Other cases should be added to the [https://code.google.com/p/bitfighter/issues/list Google Code bug tracker].
| + | ==019d== |
− | | + | 1. Check paths in diagnostics page (press F7 twice, page 2), bad paths and missing level, scripts, bots, editor plugins on mac OS version. |
− | ===General Bugs=== | + | |
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− | # Figure out how to get ids working properly with walls/polywalls
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− | # Disable fast regen when standing still trying to build something with engineer
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− | # Lua API doc fixes:
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− | #* event method signatures are not documented
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− | #* Check that all the old the Lunar classes mentioned at http://bitfighter.org/wiki/index.php/Scripting_018 are also in the luadocs.
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− | #* How to document the global enums 'WeaponInfo' 'ModuleInfo'?
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− | # Improve screen for loading levels in editor -- perhaps general keyword search, or options for picking by author/title/file, or perhaps navigating a folder tree
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− | # in onShipLeftZone/etc. events with 'ship' object, either the ship or the ship:getPlayerInfo() doesn't return the same userdata object each time anymore
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− | # Start game with joystick plugged in; remove joystick; go to Options>Input... crash! Can't even get a stack trace in Windows!
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− | # Two clients connecting to a server, all on the same machine, some how share a gameconnection. This is evident when one client does /idle, but immediately respawns without the user typing a key
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− | # Memory leak in setting up our scripting environments. A temporary workaround was put in by sam686 in [https://code.google.com/p/bitfighter/source/detail?r=4d6f2a48d2543b95939382c8619686a9ac5e7529 4d6f2a48d254]. To duplicate, revert sam686's change, go into a level and do /addbots 50, then /kickbots, repeatedly. To see a nice graphic of where the memory is being created: http://sam6.25u.com/upload/3snapshot13.png
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− | # Memory leak with menuitems in scripts again: http://pastie.org/pastes/8064689/text MenuItems *are* wrapped in a shared_ptr but aren't being cleaned up???
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− | # luaW_gc is only called when we exit the game - should this be called sooner, like when we change levels? ==> [[User:Watusimoto|Watusimoto]] 07:42, 23 June 2013 (UTC) Isn't this called automatically by the lua garbage collector?
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− | # LuaW memory leak: add game object, like with TextItem.new(), then don't call call levelgen:addToGame() on it... leak! ==> [[User:Watusimoto|Watusimoto]] 07:42, 23 June 2013 (UTC) I think this is not something to worry about. We can warn coders about this problem in our documentation, but there is no reason, besides a programming bug, that this would happen -- there is no point to creating an object and then not adding it. Please correct me if I'm mistaken
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− | ====Things to test after next lua rewrite====
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− | # Levelgen: Having addItem() in main() may randomly fail on repeated ctrl+R in editor or repeated level restart, showing message "***LEVELGEN ERROR*** Error encountered while attempting to run script's main() function: ***.levelgen:44: attempt to call missing or unknown method 'addItem' (a nil value). Aborting script."
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− | #:<code>-- for bug #33 from sam686<br>function main()<br> for x = 0, 20 do<br> for y = 0, 20 do<br> item2 = ResourceItem.new()<br> item2:setGeom(x * 100, y * 100)<br> levelgen:addItem(item2)<br> textitem = TextItem.new()<br> textitem:setText(x .. "," .. y)<br> textitem:setGeom(x * 100, y * 100, x * 100 + 100, y * 100)<br> levelgen:addItem(textitem)<br> end<br> end<br>end</code>
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1. Check paths in diagnostics page (press F7 twice, page 2), bad paths and missing level, scripts, bots, editor plugins on mac OS version.