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While switching between the MUA and Skin Editor tabs, the GUI has a tendency to reach an AccessViolationException on an ObservableCollection.
It seems like this is the AvailableCharacters collection (TreeView).
Here is the exception (stack and details are not available):
System.AccessViolationException
HResult=0x80004003
Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Going back through the stack gives me the AvailableCharacters ObservableCollection (a collection of OC's). The latest actions on it are probably on the source of AvailableCharacters.xaml.cs, line 71 (add all children from the temporary tree to the bound tree).
I realize that this is a rather complicated task. Maybe there is a better way? I'm open to suggestions.
The text was updated successfully, but these errors were encountered:
- Available Characters are now directly populated to the treeview (fixes issues with observable collection #8 )
- Added support for double-click on available character (added to the end of the selected list)
- Last game is now saved, so the Skin Editor (and future tabs) knows it when it's home
- Better script to prevent footer pages from becoming home
- Home is now restored on start-up (previous update, but forgot to mention)
- Prevented default roster files from being overwritten (changed)
- Prevented bugs when OHS runs
- Added support for game file copy, converting the stage file copy script (and that script now uses the new game file copy functions)
- Added script to remove the temp folder on close (if enabled)
- Added effects selection for MUA
- Added better drop area for selected list with a nice effect
- Added support for multiple selection and delete
- Added support to relocate selected characters from the selected list
- Better header for selected list
- Better handling of layout config
- Added Alchemy commands
- Added support to modify xmlb files (for effects and stages)
- Added settings for effects, stage copy/installation, exe arguments
- Added selfchill effect and updated config of effects
- Reorganized MUA settings area as a result
- Reorganized XML2 settings to be similar to MUA
- Added FX menu elements (`0 0 0`) for all layouts and locations
- Removed all risers from the menu files (will be added on install, if required)
- Removed `Custom_NoPlatfrom` (Cerebro) from roster hacks, because they apparently don't fit with this model
- Changed some functions to common ones and added some functions
- Fixed an issue where the game couldn't be started
- Added support for MO2 as exe (incl. arguments)
- Added more tooltips for settings tab
- Better organization of settings tab
- Exe and exe path are now connected and use the same browse function
Skin Editor & Installer:
- Fixed an issue where skins would not be removed
- Prevented first/remaining skin from being removable
- Added script to force skin numbers to two digits (leading 0 for 0-9)
- Added new skin installer
with simple browse and copy commands
plus using Alchemy to display statistics and prepare skins for each console if applicable
plus mannequin number calculation
plus extra skin calculation (e.g. HT, Frost)
plus package check & creation (on save) - tied to skin editor
- Added herostat splitter (effectively enables skin editing in engb files)
While switching between the MUA and Skin Editor tabs, the GUI has a tendency to reach an AccessViolationException on an ObservableCollection.
It seems like this is the AvailableCharacters collection (TreeView).
Here is the exception (stack and details are not available):
Going back through the stack gives me the AvailableCharacters ObservableCollection (a collection of OC's). The latest actions on it are probably on the source of AvailableCharacters.xaml.cs, line 71 (add all children from the temporary tree to the bound tree).
I realize that this is a rather complicated task. Maybe there is a better way? I'm open to suggestions.
The text was updated successfully, but these errors were encountered: