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Currently the way this is worked out gives me headaches. The profile editor has a seperate instance of the profile in memory and it's causing issues all around.
I want this fixed in 1.7.2 (or 1.8 depending on whether I skip 1.7.2), I'm releasing 1.7.1 now with some LUA activation issues because I want to keep the release cycles relatively short
Profiles activate themselves on a effect-wide basis at certain points, I need to get rid of that and just keep profile/effect activation centralized and taken care of by the EffectManager.
The LUA manager should only be concerned about activating LUA when the active profile changes and shouldn't be looking to do this at any other moment.
The profile editor must use the same instance of the profile as the effect it's bound to, albeit a game or regular effect
The text was updated successfully, but these errors were encountered:
Currently the way this is worked out gives me headaches. The profile editor has a seperate instance of the profile in memory and it's causing issues all around.
I want this fixed in 1.7.2 (or 1.8 depending on whether I skip 1.7.2), I'm releasing 1.7.1 now with some LUA activation issues because I want to keep the release cycles relatively short
Profiles activate themselves on a effect-wide basis at certain points, I need to get rid of that and just keep profile/effect activation centralized and taken care of by the EffectManager.
The LUA manager should only be concerned about activating LUA when the active profile changes and shouldn't be looking to do this at any other moment.
The profile editor must use the same instance of the profile as the effect it's bound to, albeit a game or regular effect
The text was updated successfully, but these errors were encountered: