[OoT] Fix room's object list display issue#488
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Yanis002 wants to merge 2 commits intoFast-64:mainfrom
Open
[OoT] Fix room's object list display issue#488Yanis002 wants to merge 2 commits intoFast-64:mainfrom
Yanis002 wants to merge 2 commits intoFast-64:mainfrom
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Waiting on answer/change to my question in the dev channel
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this happens to be an issue I fixed recently, fixing the conflicts solved your question I think that's hilarious actually, I think what this was fixing was the thing reonu found recently but since it got fixed separately now this PR only fix the object list UI issue lol |
Dragorn421
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May 19, 2025
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| elif self.objectKey == "": | ||
| # just in case there's invalid objects keys, allows users to delete them | ||
| objectName = "DELETE ME!" |
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since "" is not a valid value for objectKey I don't understand how this can happen
The id for deleted entries (see self.deletedEntry in OoT_ObjectData.__init__) is "None", maybe that's what should be checked here instead?
Or self.objectKey not in ootData.objectData.objectsByKey ?
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found two minor issues, the first one is a bug causing the draw to fail if an object has an empty key value, and while investigating this I found another one where rotations would look for an actor's type without checking if it's using one, which caused another bug with the UI
"fixed" the first one by simply checking if the key is empty, and draw a "delete me" label so users can delete the wrong entries (still no idea how it happened though), and fixed the second one simply by checking if the type is used (now that I think about this might not work after all?)