Bug: Sensor Lenses show ores hanging in the air that aren't actually there.
Description
1 Bug: Sensor Lenses show ores hanging in the air that aren't actually there.
Quote
{ As of Update 0.2.3036.15111 the sensor lenses appear to have a flaw where they still show an icon where ore that has already been mined used to be. This bug typically appears when two ore types occupy the same space. The game only recognizes one of the ores being mined and leaves the icon of the remaining ore even though the space is empty}.
2 On the forum of the game in Steam I left a detailed description with screenshots of that
--- at what patterns this glitch appears (based on what I noticed)
--- why I think the problem is in Asteroid public void PopulateMinable
--- what changes I made to this method, after which (the problem seems to have disappeared)
3 (apparently) This glitch occurs if Assets.Scripts.Voxel.Voxel.Voxel.Asteroid.GenerateMinableVein tries to replace one minable.type in the same Voxel.position with another minable.type; but the replaced minable does not have the visualizer rendering the 'picture' through the Sensor Lenses removed
1 Bug: Sensor Lenses show ores hanging in the air that aren't actually there.
Quote
{ As of Update 0.2.3036.15111 the sensor lenses appear to have a flaw where they still show an icon where ore that has already been mined used to be. This bug typically appears when two ore types occupy the same space. The game only recognizes one of the ores being mined and leaves the icon of the remaining ore even though the space is empty}.
2 On the forum of the game in Steam I left a detailed description with screenshots of that
--- at what patterns this glitch appears (based on what I noticed)
--- why I think the problem is in Asteroid public void PopulateMinable
--- what changes I made to this method, after which (the problem seems to have disappeared)
3 (apparently) This glitch occurs if Assets.Scripts.Voxel.Voxel.Voxel.Asteroid.GenerateMinableVein tries to replace one minable.type in the same Voxel.position with another minable.type; but the replaced minable does not have the visualizer rendering the 'picture' through the Sensor Lenses removed
mineable.InstancedIndirectDrawCall.RemoveInstance(matrix4x);
which causes the problem.