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4b59528b31
This issue is most obvious in elevators with multiple doors. When the collider gets invalidated multiple times in quick succession, multiple futures are created. If a future which was started before all door state updates were finalized completed after all other futures, the final simplifiedEntityColliders would be outdated and invalid (containing ghost doors, or in the case of an elevator in motion, missing door collisions). This commit addresses this issue in two ways: First by cancelling any existing future to ensure that any future which completes was started after the most recent invalidation. Second by removing the null assignment of simplifiedEntityColliderProvider from the future. This prevents the future from becoming null after a null check and before a cancellation (the only time where the null value matters). Cancelling a future twice is not an issue so there's no need to track if the future is null other than to avoid a null dereference. |
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Create
Welcome to Create, a mod offering a variety of tools and blocks for Building, Decoration, and Aesthetic Automation.
The added elements of tech are designed to leave as many design choices to the player as possible. With Create, the game isn't played inside a bunch of UIs, it challenges you to set up contraptions of animated components working together in many possible arrangements.
Create's visual in-game documentation called 'Ponder' will guide you through all added mechanics and gadgets.