Event api, Raids, Zombie sieges #2833

Merged
cora merged 49 commits from events into master 2022-11-26 22:12:47 +01:00
Contributor

Originally the idea was to use this for raids and z sieges but this way it is so flexible that it can eventually be used for weather and even player effects.

i rebased the branch to #2832 that's why you don't see @PrairieAstronomer's commits on this particular page (they show up in the commits tab)

Todo

  • basic flexible event api
  • implement raid ( by @PrairieAstronomer )
  • add option for events being "exclusive" to an area (if one is active no 2nd one will spawn)
  • integrate bossbars
  • integrate mcl_potion effects (bad omen)
  • smooth out corner cases of the event api
  • think about if abstracting mob spawning makes sense
    (probably not)
  • add a dynamic chat command (that can start any defined event)
  • implement exact raid spawning conditions
  • Added raidcaptian + ominous banner

Testing

  • spawning an event manually can be done with /event_start (raid|zombie_siege) - note that if it isn't dark not a lot of zombies will spawn as they only spawn on nodes which are sufficiently dark.

  • Place a (red) bed

  • spawn a few villagers (best so they don't run away)

  • /effect bad_omen 500 1

  • wait for the raid (should happen within 10 seconds or so)

  • The zombie sieges (zombie_siege) are supposed to happen in 10% of the nights at midnight when in a village (same check as raids)

Originally the idea was to use this for raids and z sieges but this way it is so flexible that it can eventually be used for weather and even player effects. i rebased the branch to #2832 that's why you don't see @PrairieAstronomer's commits on this particular page (they show up in the commits tab) ### Todo - [x] basic flexible event api - [x] implement raid ( by @PrairieAstronomer ) - [x] add option for events being "exclusive" to an area (if one is active no 2nd one will spawn) - [x] integrate bossbars - [x] integrate mcl_potion effects (bad omen) - [x] smooth out corner cases of the event api - [x] think about if abstracting mob spawning makes sense (probably not) - [x] add a dynamic chat command (that can start any defined event) - [x] implement exact raid spawning conditions - [x] Added raidcaptian + ominous banner ### Testing * spawning an event manually can be done with /event_start (raid|zombie_siege) - note that if it isn't dark not a lot of zombies will spawn as they only spawn on nodes which are sufficiently dark. * Place a (red) bed * spawn a few villagers (best so they don't run away) * /effect bad_omen 500 1 * wait for the raid (should happen within 10 seconds or so) * The zombie sieges (zombie_siege) are supposed to happen in 10% of the nights at midnight when in a village (same check as raids)
cora force-pushed events from 308105fb3d to 30536e0959 2022-10-24 00:11:56 +02:00 Compare
cora changed title from WIP: Event api to WIP: Raids and event api 2022-10-24 00:16:22 +02:00
cora force-pushed events from 30536e0959 to c14e1f976d 2022-10-24 16:44:15 +02:00 Compare
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mmh something has messed up this branch ... might redo it without the subtree

mmh something has messed up this branch ... might redo it without the subtree
cora force-pushed events from c14e1f976d to 1e2ae7e006 2022-10-24 17:11:35 +02:00 Compare
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fixed

fixed
First-time contributor

Closure style function banned...huh, ok, noted for later.

Closure style function banned...huh, ok, noted for later.
Member

@cora how to test?

@cora how to test?
Author
Contributor

place a bed and a few villagers (best put them in a hole so they dont run away lol) and then give yourself the bad omen effect /effect bad_omen 500 1 (first number is duration, 2nd the bad omen level)

place a bed and a few villagers (best put them in a hole so they dont run away lol) and then give yourself the bad omen effect /effect bad_omen 500 1 (first number is duration, 2nd the bad omen level)
Member

maybe add

l.view_range=l.view_range*3

after

local l = mob:get_luaentity()

at line 66 so that the mobs acctually find the villagers and player.

maybe add ``` l.view_range=l.view_range*3 ``` after ``` local l = mob:get_luaentity() ``` at line 66 so that the mobs acctually find the villagers and player.
First-time contributor

If someone could make a texture for him, I would mess around with adding a pillager raid captain to get the bad omen effect from.

If someone could make a texture for him, I would mess around with adding a pillager raid captain to get the bad omen effect from.
Author
Contributor

maybe add

l.view_range=l.view_range*3

after

local l = mob:get_luaentity()

at line 66 so that the mobs acctually find the villagers and player.

Good idea for now,

midterm I'm hoping to use the now somewhat working versions of mobs:gopath to set them on an initial route to the detected "village"

> maybe add > ``` > l.view_range=l.view_range*3 > ``` > after > ``` > local l = mob:get_luaentity() > ``` > at line 66 so that the mobs acctually find the villagers and player. Good idea for now, midterm I'm hoping to use the now somewhat working versions of mobs:gopath to set them on an initial route to the detected "village"
Member

midterm I'm hoping to use the now somewhat working versions of mobs:gopath to set them on an initial route to the detected "village"

that sounds like a good idea.

> midterm I'm hoping to use the now somewhat working versions of mobs:gopath to set them on an initial route to the detected "village" that sounds like a good idea.
cora force-pushed events from a0c83e72b9 to 9fe1cd9f59 2022-11-03 13:13:57 +01:00 Compare
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First-time contributor

I think we need a pillager texture with a blue tunic to use for raid captains for now until banners can be on top of mob heads. Otherwise, there is no way currently to start a raid in survival.

I think we need a pillager texture with a blue tunic to use for raid captains for now until banners can be on top of mob heads. Otherwise, there is no way currently to start a raid in survival.
cora force-pushed events from 038b94e515 to 7f38cded42 2022-11-05 11:22:28 +01:00 Compare
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If someone could make a texture for him, I would mess around with adding a pillager raid captain to get the bad omen effect from.

i'm wondering if we cant attach a banner entity to the mob

> If someone could make a texture for him, I would mess around with adding a pillager raid captain to get the bad omen effect from. i'm wondering if we cant attach a banner entity to the mob
cora changed title from WIP: Raids and event api to WIP: Event api, Raids, Zombie sieges 2022-11-06 11:51:37 +01:00
First-time contributor

Ima going to checkout the raid captain. One thing though, they do need to be anywhere pillagers are, plus in patrols (https://minecraft.fandom.com/wiki/Patrol).

Bad Omen is obtained when a player kills an illager captain, which can be found at pillager outposts, woodland mansions, in patrols or during raids, as long as they are killed outside the raid range.

Ima going to checkout the raid captain. One thing though, they do need to be anywhere pillagers are, plus in patrols (https://minecraft.fandom.com/wiki/Patrol). > Bad Omen is obtained when a player kills an illager captain, which can be found at pillager outposts, woodland mansions, in patrols or during raids, as long as they are killed outside the raid range.
Author
Contributor

Yeah ik that commit just does the banner attachment... I suppose they should prob do it in on_spawn according to a chance and captains already in the area

Yeah ik that commit just does the banner attachment... I suppose they should prob do it in on_spawn according to a chance and captains already in the area
cora force-pushed events from b6d86bffef to 3b99e08bf2 2022-11-08 01:29:23 +01:00 Compare
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cora changed title from WIP: Event api, Raids, Zombie sieges to Event api, Raids, Zombie sieges 2022-11-16 02:10:34 +01:00
cora force-pushed events from b04da54bdf to d62ff5c1e3 2022-11-17 05:07:49 +01:00 Compare
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ancientmarinerdev changed title from Event api, Raids, Zombie sieges to WIP: Event api, Raids, Zombie sieges 2022-11-18 02:18:28 +01:00
ancientmarinerdev changed title from WIP: Event api, Raids, Zombie sieges to Event api, Raids, Zombie sieges 2022-11-18 02:18:48 +01:00
ancientmarinerdev requested changes 2022-11-18 02:20:15 +01:00
ancientmarinerdev left a comment
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Vexes are ridiculous. If you have a bed in a house, and you respawn near the evoker, you end up in a spawn trap. They keep spawning and you're surrounded by 7 and die before you can take a step. Brutal.

A cap on spawning, a spawn cool down, or LOS needed to spawn would probably help with this.

Vexes are ridiculous. If you have a bed in a house, and you respawn near the evoker, you end up in a spawn trap. They keep spawning and you're surrounded by 7 and die before you can take a step. Brutal. A cap on spawning, a spawn cool down, or LOS needed to spawn would probably help with this.
Author
Contributor

yeah the vex spawning was not really limited - its limtied to max 7 vexes per evoker now.

thanks for pointing that out

yeah the vex spawning was not really limited - its limtied to max 7 vexes per evoker now. thanks for pointing that out
cora requested review from ancientmarinerdev 2022-11-18 03:07:34 +01:00
cora force-pushed events from 8c0c42f406 to 377bf88366 2022-11-18 07:06:59 +01:00 Compare
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AFCMS added the
mobs
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cora force-pushed events from 038d28fabf to 2227f413d2 2022-11-19 02:00:02 +01:00 Compare
Ghost removed the
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Ghost force-pushed events from 2227f413d2 to f21e3abbae 2022-11-19 17:29:01 +01:00 Compare

yeah the vex spawning was not really limited - its limtied to max 7 vexes per evoker now.

thanks for pointing that out

It's a step in the right direction, but 7 is still a lot, or, if you get 2 evokers it could be real rough.

> yeah the vex spawning was not really limited - its limtied to max 7 vexes per evoker now. > > thanks for pointing that out It's a step in the right direction, but 7 is still a lot, or, if you get 2 evokers it could be real rough.
First-time contributor

yeah the vex spawning was not really limited - its limtied to max 7 vexes per evoker now.

thanks for pointing that out

It's a step in the right direction, but 7 is still a lot, or, if you get 2 evokers it could be real rough.

I would think that 7 sounds like a good enough challenge because the reward for killing the source is pretty OP.

> > yeah the vex spawning was not really limited - its limtied to max 7 vexes per evoker now. > > > > thanks for pointing that out > > It's a step in the right direction, but 7 is still a lot, or, if you get 2 evokers it could be real rough. I would think that 7 sounds like a good enough challenge because the reward for killing the source is pretty OP.
Member

It's a step in the right direction, but 7 is still a lot, or, if you get 2 evokers it could be real rough.

I would think that 7 sounds like a good enough challenge because the reward for killing the source is pretty OP.

From what I can tell, there's supposed to be more than just summoning vexes in their kit, and there's cooldowns (2 seconds) and casting time (5 seconds) to allow the player the opportunity to to kill the evoker. Also, the spell creates 3 vexes, so they are in waves, not Boom! 7!

Evokers has an AOE spell centered on them. (the ground spike spell).

> It's a step in the right direction, but 7 is still a lot, or, if you get 2 evokers it could be real rough. > I would think that 7 sounds like a good enough challenge because the reward for killing the source is pretty OP. From what I can tell, there's supposed to be more than just summoning vexes in their kit, and there's cooldowns (2 seconds) and casting time (5 seconds) to allow the player the opportunity to to kill the evoker. Also, the spell creates 3 vexes, so they are in waves, not Boom! 7! Evokers has an AOE spell centered on them. (the ground spike spell).
Author
Contributor

its 7 in mc so :P

its 7 in mc so :P
Member

So, you're eternally going to have 7 demonic pixies attacking you until you somehow find a way to kill the evoker, becuase there's no pause in the onslaught? lol.

Sounds.... "fun"...

So, you're eternally going to have 7 demonic pixies attacking you until you somehow find a way to kill the evoker, becuase there's no pause in the onslaught? lol. Sounds.... "fun"...
Author
Contributor

no. up to 7 .. they summon 2 or 3 in one go iirc and then wait a while

no. up to 7 .. they summon 2 or 3 in one go iirc and then wait a while
Member

no. up to 7 .. they summon 2 or 3 in one go iirc and then wait a while

okay, because it's been presented multiple times that they summon 7 in one casting.

> no. up to 7 .. they summon 2 or 3 in one go iirc and then wait a while okay, because it's been presented multiple times that they summon 7 in one casting.
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https://git.minetest.land/MineClone2/MineClone2/src/commit/6efbf9c4931a5e342c6a8f9a8a770b93893ac4ed/mods/ENTITIES/mobs_mc/villager_evoker.lua#L52
Ghost force-pushed events from f21e3abbae to b3401005e8 2022-11-20 20:51:06 +01:00 Compare
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6efbf9c493/mods/ENTITIES/mobs_mc/villager_evoker.lua (L52)

it'd be easier if "pr" was something like "rng" or "rnd" ... lol. I was just like what is pr?!

so it spawns 1-4 each time, and with no delay in between casts, correct?

> https://git.minetest.land/MineClone2/MineClone2/src/commit/6efbf9c4931a5e342c6a8f9a8a770b93893ac4ed/mods/ENTITIES/mobs_mc/villager_evoker.lua#L52 it'd be easier if "pr" was something like "rng" or "rnd" ... lol. I was just like what is pr?! so it spawns 1-4 each time, and with no delay in between casts, correct?
Author
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it's somewhat commonly used in mcl2

it's somewhat commonly used in mcl2
Author
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with a delay of 15 seconds i suppose - that seems about right from what i see in game anyways

with a delay of 15 seconds i suppose - that seems about right from what i see in game anyways
Member

it's somewhat commonly used in mcl2

it just took a minute... all good.

> it's somewhat commonly used in mcl2 it just took a minute... all good.
AFCMS added the
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Ghost removed the
mobs
label 2022-11-23 03:22:24 +01:00
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@ancientmarinerdev even everyone who thinks the maximum of 7 vexes is still too much should probably still want this to get merged as right now they can literally spawn as many as they like.

@ancientmarinerdev even everyone who thinks the maximum of 7 vexes is still too much should probably still want this to get merged as right now they can literally spawn as many as they like.
cora force-pushed events from b3401005e8 to 8866b86e1c 2022-11-23 10:51:13 +01:00 Compare
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@ancientmarinerdev even everyone who thinks the maximum of 7 vexes is still too much should probably still want this to get merged as right now they can literally spawn as many as they like.

I think that this is a good pr...

It gives players a chance at being able to damage the evoker, without being completely devastated by the vexes.

> @ancientmarinerdev even everyone who thinks the maximum of 7 vexes is still too much should probably still want this to get merged as right now they can literally spawn as many as they like. I think that this is a good pr... It gives players a chance at being able to damage the evoker, without being completely devastated by the vexes.
Author
Contributor

I'd like to point out that "fixing" the evoker is only a side project of this PR

neither did this PR introduce the evoker nor did is it the first thing that spawns them in survival.

I'd like to point out that "fixing" the evoker is only a side project of this PR neither did this PR introduce the evoker nor did is it the first thing that spawns them in survival.
Author
Contributor

literally the only way to even get a raid in survival is to fight a pillager outpost first - and that eventually spawns evokers too.

literally the only way to even get a raid in survival is to fight a pillager outpost first - and that eventually spawns evokers too.
Member

I found an issue where if you start a raid and then leave and come back it will start a new wave. If you do this enough times, you can get hero of the village without fighting.

I found an issue where if you start a raid and then leave and come back it will start a new wave. If you do this enough times, you can get hero of the village without fighting.
Author
Contributor

I found an issue where if you start a raid and then leave and come back it will start a new wave. If you do this enough times, you can get hero of the village without fighting.

yeah i see ... well you'll have to time and distance it just right though bc if you go too far for too long it will just abort the event.

> I found an issue where if you start a raid and then leave and come back it will start a new wave. If you do this enough times, you can get hero of the village without fighting. yeah i see ... well you'll have to time and distance it just right though bc if you go too far for too long it will just abort the event.
Author
Contributor

are you sure you tested the current version though? bc if anything it should start a completely new raid (and the mobs from the old raid will still be there too) - its what happens when you restart the server anyways but yeah maybe if you do it just right this is possible as the raid might think the mobs are dead when they get unloaded.

are you sure you tested the current version though? bc if anything it should start a completely new raid (and the mobs from the old raid will still be there too) - its what happens when you restart the server anyways but yeah maybe if you do it just right this is possible as the raid might think the mobs are dead when they get unloaded.
Member

are you sure you tested the current version though?

No. I was testing an outdated version. Sorry. I need to retest.

> are you sure you tested the current version though? No. I was testing an outdated version. Sorry. I need to retest.
Author
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hehe good. i was like "damn i thought i had fixed that"

hehe good. i was like "damn i thought i had fixed that"
MrRar approved these changes 2022-11-24 19:37:59 +01:00
MrRar left a comment
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The pillager raids work except sometimes rarely if you go away (just wait for the boss bar to disappear) and come back a new wave will start. Sometimes it will start a few waves at once and it can even go over the wave limit. However I don't think this is a deal breaker.

Also there is a noticeable lag when a new wave is about to start. I think this OK since this is a rare occurrence.

The zombie sieges work. My way of testing rare events is to change the probability to a high value or 100%.

The pillager raids work except sometimes rarely if you go away (just wait for the boss bar to disappear) and come back a new wave will start. Sometimes it will start a few waves at once and it can even go over the wave limit. However I don't think this is a deal breaker. Also there is a noticeable lag when a new wave is about to start. I think this OK since this is a rare occurrence. The zombie sieges work. My way of testing rare events is to change the probability to a high value or 100%.
First-time contributor

An extra wave is an extra wave and some free loot, so I honestly dont care too much.

An extra wave is an extra wave and some free loot, so I honestly dont care too much.
Ghost force-pushed events from 23b660aa21 to 5da9d24693 2022-11-24 20:09:12 +01:00 Compare
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The pillager raids work except sometimes rarely if you go away (just wait for the boss bar to disappear) and come back a new wave will start. Sometimes it will start a few waves at once and it can even go over the wave limit. However I don't think this is a deal breaker.

Also there is a noticeable lag when a new wave is about to start. I think this OK since this is a rare occurrence.

The zombie sieges work. My way of testing rare events is to change the probability to a high value or 100%.

you can /event_start zombie_siege ... make sure it's night though otherwise chances are good that simply no zombies will spawn

> The pillager raids work except sometimes rarely if you go away (just wait for the boss bar to disappear) and come back a new wave will start. Sometimes it will start a few waves at once and it can even go over the wave limit. However I don't think this is a deal breaker. > > Also there is a noticeable lag when a new wave is about to start. I think this OK since this is a rare occurrence. > > The zombie sieges work. My way of testing rare events is to change the probability to a high value or 100%. you can /event_start zombie_siege ... make sure it's night though otherwise chances are good that simply no zombies will spawn
Author
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I'll see if i can figure out the going away thing though .. maybe the distance just needs to be tweaked to make that impossible.

Not sure about the lag .. but yeah i think ive noticed it before. I'll look at it a bit see if its an easy fix.

I'll see if i can figure out the going away thing though .. maybe the distance just needs to be tweaked to make that impossible. Not sure about the lag .. but yeah i think ive noticed it before. I'll look at it a bit see if its an easy fix.
Member

you can /event_start zombie_siege ... make sure it's night though otherwise chances are good that simply no zombies will spawn

I wanted to see if they would naturaly occur.

> you can /event_start zombie_siege ... make sure it's night though otherwise chances are good that simply no zombies will spawn I wanted to see if they would naturaly occur.
Ghost approved these changes 2022-11-24 20:50:40 +01:00
cora force-pushed events from 5da9d24693 to 3a8f4fbaf7 2022-11-24 23:48:04 +01:00 Compare
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looks like i fixed it - the thing i didnt consider is that when the mobs get re-loaded they are not the same (luaentity-) table anymore and hence it discarded them as having died before..

what it now does is set a var in the luaentity and in case it doesnt find a mob from the table searches the area for mobs with that field set.

looks like i fixed it - the thing i didnt consider is that when the mobs get re-loaded they are not the same (luaentity-) table anymore and hence it discarded them as having died before.. what it now does is set a var in the luaentity and in case it doesnt find a mob from the table searches the area for mobs with that field set.
cora force-pushed events from 18c199bed2 to 57f8851339 2022-11-25 04:28:43 +01:00 Compare
MrRar requested changes 2022-11-25 15:55:12 +01:00
MrRar left a comment
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I'm getting a crash sometimes when I kill a mob in a pillager raid:

2022-11-25 08:49:40: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_Step(): ...\..\games\MineClone2\mods\ENVIRONMENT\mcl_raids\init.lua:105: attempt to index local 'cmi_cause' (a nil value)
2022-11-25 08:49:40: ERROR[Main]: stack traceback:
2022-11-25 08:49:40: ERROR[Main]: 	...\..\games\MineClone2\mods\ENVIRONMENT\mcl_raids\init.lua:105: in function 'on_die'
2022-11-25 08:49:40: ERROR[Main]: 	...4\bin\..\games\MineClone2\mods\ENTITIES\mcl_mobs/api.lua:987: in function 'check_for_death'
2022-11-25 08:49:40: ERROR[Main]: 	...4\bin\..\games\MineClone2\mods\ENTITIES\mcl_mobs/api.lua:4337: in function 'on_step_old'
2022-11-25 08:49:40: ERROR[Main]: 	...mes\MineClone2\mods\ENVIRONMENT\mcl_void_damage\init.lua:24: in function <...mes\MineClone2\mods\ENVIRONMENT\mcl_void_damage\init.lua:23>

I have the latest commits.

I am not able to reproduce the issue of waves being skipped if you go away and come back.

I'm getting a crash sometimes when I kill a mob in a pillager raid: ``` 2022-11-25 08:49:40: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_Step(): ...\..\games\MineClone2\mods\ENVIRONMENT\mcl_raids\init.lua:105: attempt to index local 'cmi_cause' (a nil value) 2022-11-25 08:49:40: ERROR[Main]: stack traceback: 2022-11-25 08:49:40: ERROR[Main]: ...\..\games\MineClone2\mods\ENVIRONMENT\mcl_raids\init.lua:105: in function 'on_die' 2022-11-25 08:49:40: ERROR[Main]: ...4\bin\..\games\MineClone2\mods\ENTITIES\mcl_mobs/api.lua:987: in function 'check_for_death' 2022-11-25 08:49:40: ERROR[Main]: ...4\bin\..\games\MineClone2\mods\ENTITIES\mcl_mobs/api.lua:4337: in function 'on_step_old' 2022-11-25 08:49:40: ERROR[Main]: ...mes\MineClone2\mods\ENVIRONMENT\mcl_void_damage\init.lua:24: in function <...mes\MineClone2\mods\ENVIRONMENT\mcl_void_damage\init.lua:23> ``` I have the latest commits. I am not able to reproduce the issue of waves being skipped if you go away and come back.
Author
Contributor

are you sure you're running the latest version ? because line 105 does not appear to contain any "cmi_cause".

are you sure you're running the latest version ? because line 105 does not appear to contain any "cmi_cause".
Author
Contributor

looks like you probably don't have the latest commit - the previous one ( 18c199bed2 ) would make some sense ig

looks like you probably don't have the latest commit - the previous one ( https://git.minetest.land/MineClone2/MineClone2/commit/18c199bed20477034b564e9daa3be25f0a606368 ) would make *some* sense ig
Author
Contributor

when you test again please make sure you have the latest commit that is supposed to fix it - otherwise it'd be kinda pointless lol

when you test again please make sure you have the latest commit that is supposed to fix it - otherwise it'd be kinda pointless lol
Member

are you sure you're running the latest version ? because line 105 does not appear to contain any "cmi_cause".

It does for me. I had up through 73074ed349cd8bd823d655921a60fc7c3180e350. I'm confused.

> are you sure you're running the latest version ? because line 105 does not appear to contain any "cmi_cause". It does for me. I had up through 73074ed349cd8bd823d655921a60fc7c3180e350. I'm confused.
Author
Contributor

well should be fixed now in any case

well should be fixed now in any case
cora force-pushed events from 919664807c to 69f5bad0bb 2022-11-26 17:06:47 +01:00 Compare
cora requested review from Ghost 2022-11-26 17:16:14 +01:00
cora requested review from MrRar 2022-11-26 17:16:35 +01:00
MrRar approved these changes 2022-11-26 18:21:43 +01:00
MrRar left a comment
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I can't reproduce crashing now.

I can't reproduce crashing now.
cora merged commit 9cf910c47f into master 2022-11-26 22:12:47 +01:00
cora deleted branch events 2022-11-26 22:12:51 +01:00
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Reference: VoxeLibre/VoxeLibre#2833
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