Difference between revisions of "Running Bug List"
From Bitfighter
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# <del>25-flags badge doesn't scale down past some point in scoreboard?</del> | # <del>25-flags badge doesn't scale down past some point in scoreboard?</del> | ||
# Having a FlagSpawn in gametypes that don't use it triggers as assert: http://pastie.org/7937794 | # Having a FlagSpawn in gametypes that don't use it triggers as assert: http://pastie.org/7937794 | ||
+ | # Symbols rendered off-center vertically: http://sam6.25u.com/upload/3screenshot_19.png | ||
Revision as of 13:13, 21 May 2013
This is list of our current high-priority bugs for Bitfighter.
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 Google Code bug tracker.
General Bugs
- Fix (or kill) /suspend command. Removed client-side by raptor Do we need to remove the server ability to suspend client?
- Figure out how to get ids working properly with walls/polywalls
- Fix memory leak with robots/levelgen because of disabling every luaW_hold<T>(L, obj); --> use reference counting to delete proxy when appropriate, and reenable this line
-
sam686: repeated /addbots /kickbots kindof leaks memory and won't free memory until after running LuaScriptRunner::shutdown() which is normally run only when quitting. Check if everything is freed when a robot is removed.temporary workarounds in 4d6f2a48d254 and 01414236b4ed
-
- Disable fast regen when standing still trying to build something with engineer
- Lua API doc fixes:
- event method signatures are not documented
- Check that all the old the Lunar classes mentioned at http://bitfighter.org/wiki/index.php/Scripting_018 are also in the luadocs.
- How to document the global enums 'WeaponInfo' 'ModuleInfo'?
- Bobdaduck's Lua API crashes:
- create and delete a spybug each tick, then shoot the spybug. crash! See: http://pastie.org/7818433
- 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
- Remove access to dangerous Lua libraries (esp. os and io) See http://lua-users.org/wiki/SandBoxes for ideas.
- Bot balancing bug: 3 people join on two teams, balance to 6 players. then all humans go on the same team. Result: bots's don't rebalance and you're left with 4 on 2. IDEA: have a 'BotsAlwaysBalance' flag that will always balance teams.
- Render order issues:
- ships render under flags
- Objective arrows rendering on top of F2 display
- server messages/ loadout boxes render on top of F2 level info display
- bitfighter.ini [QuickChatMessages] is empty with missing comments after a newer version of Bitfighter is run, when "[Settings] version=" is older. Comments only appears after "[QuickChatMessages]" is removed and bitfighter is run.
- When running with no joysticks attached, get this message on the system console: Error opening joystick 1 [(null)]
-
Refine graphics for asteroid spawners(how do they look now?) - /idle always respawns you after 5 seconds (no key press needed)
- in onShipLeftZone/etc. events with 'ship' object, either the ship or the ship:getPlayerInfo() doesn't return the same userdata object each time anymore
- Start game with joystick plugged in; remove joystick; go to Options>Input... crash! Can't even get a stack trace in Windows!
-
25-flags badge doesn't scale down past some point in scoreboard? - Having a FlagSpawn in gametypes that don't use it triggers as assert: http://pastie.org/7937794
- Symbols rendered off-center vertically: http://sam6.25u.com/upload/3screenshot_19.png
Things to test after next lua rewrite
- 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."
-- for bug #33 from sam686
function main()
for x = 0, 20 do
for y = 0, 20 do
item2 = ResourceItem.new()
item2:setGeom(x * 100, y * 100)
levelgen:addItem(item2)
textitem = TextItem.new()
textitem:setText(x .. "," .. y)
textitem:setGeom(x * 100, y * 100, x * 100 + 100, y * 100)
levelgen:addItem(textitem)
end
end
end