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fix: correctly reference MeshAnimations in enemyGooey.prefab #170

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merged 1 commit into from
Sep 2, 2021

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skaldarnar
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Due to the missing # the mesh animations were not correctly
referenced, and the animation pool stayed empty. This lead to the
following warning being printed because we try to randomly select an
element from the empty list:

22:16:58.081 [main] INFO  o.t.e.logic.behavior.core.ActionNode - Exception while running construct() of action org.terasology.behaviors.actions.SetAnimationAction@5a36810a from entity EntityRef{id = 11478, netId = 0, prefab = 'MetalRenegades:enemyGooey'}: bound must be positive

With at least one animation in the pool this issue is fixed.

Due to the missing `#` the mesh animations were not correctly
referenced, and the animation pool stayed empty. This lead to the
following warning being printed because we try to randomly select an
element from the empty list:

```
22:16:58.081 [main] INFO  o.t.e.logic.behavior.core.ActionNode - Exception while running construct() of action org.terasology.behaviors.actions.SetAnimationAction@5a36810a from entity EntityRef{id = 11478, netId = 0, prefab = 'MetalRenegades:enemyGooey'}: bound must be positive
```

With at least one animation in the pool this issue is fixed.
@skaldarnar skaldarnar added the Type: Bug Issues reporting and PRs fixing problems label Sep 2, 2021
@skaldarnar skaldarnar changed the title fix: correctly reference MeshAnimation resources in enemyGooey.prefab fix: correctly reference MeshAnimations in enemyGooey.prefab Sep 2, 2021
@jdrueckert
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Fix Playtest Findings

@jdrueckert jdrueckert merged commit 4b826b2 into develop Sep 2, 2021
@jdrueckert jdrueckert deleted the fix/enemy-gooey-animations branch September 2, 2021 21:03
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2 participants