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Effect/profile activation cycle #257

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RobertBeekman opened this issue Jan 1, 2017 · 0 comments
Closed
3 tasks done

Effect/profile activation cycle #257

RobertBeekman opened this issue Jan 1, 2017 · 0 comments
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@RobertBeekman
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RobertBeekman commented Jan 1, 2017

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

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