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"Flight Plan UI" associated steady memory increase (~1GB per 20 minutes) on some machines leading to KSP instability/unusual texture lighting/slow crash/system out of memory #3064

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Growflavor opened this issue Jul 15, 2021 · 18 comments · Fixed by #3201
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@Growflavor
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Growflavor commented Jul 15, 2021

Several users on Discord & the KSP forum have recently observed an unusual cluster of symptoms...this issue is to help identify the interaction/cause mix of Unity, KSP, user hardware, normal expected Principia memory use, or bugs in any of these.

Apparent observations reported so far:

  • after 30+ minutes or so in game, KSP instability/slowness/unusual texture lighting/slow crash-
  • having a flight plan with one or more maneuvers open may be a significant factor
  • Appears to have become apparent around the time of the release of Principia Gröbner
  • so far most users report using windows 10 & NVidia hardware though one Radeon card was mentioned.

Using just KSP 1.11.2 with Principia Gröbner & two test saves provided below, I have observed working set memory to increase from an order of 2GB to an order of 8GB (on a machine with 32GB total RAM) at which point KSP hung during a slow time warp while the orbit analyzer was open for a simple vessel in Mun orbit.

I documented the above in this sequence of screenshots found in this album link.

Principia logs for this session: Principia_INFO_20210714_161308_4088.zip

I also began screen recording for this 1st replication test at the point where the vessel textures lost illumination i.e. 'became dark' which is documented in the following video (working set memory was around 4GB at this point as shown by Process Explorer in the win10 desktop switches captured by the video):

https://youtu.be/xUo4hYwPPIw

After the 1st KSP hang/crash, I then reloaded KSP & repeated the flight with journaling on & observed the same working set memory increase up to close to 8GB and then decided to delete the flight plan & set history to 0 & to build a new flight plan.

  • Over a relatively short period of time while building a new flight plan working set memory returned to around 2.6GB.
  • No KSP crash occurred,
  • just in game lag,
  • loss of text in the Principia flight plan plotting frame window UI,
  • times of strange vessel texture illumination which came & went,
  • as well as loss of main KSP menu textures visible after "quit to main menu" (shown as the last two screen captures in the album provided above for the 1st flight).
    If needed I can post the large journal (9GB) for this second 'repeat' flight as well as the long corresponding screen recorded video (5.4GB).

test save used for the 1st replication & video:
PrincipiaMun60kFreeFlyBy.zip

test save (created during the 1st video WITHOUT journaling) but used with journaling ON for 2nd replication & video:
MunTransfer.zip

@pleroy
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pleroy commented Jul 17, 2021

Unfortunately I wasn't able to reproduce the memory growth that you are observing starting from your save. So it would really help to get a journal that was taken while the memory was growing. Note that I am not completely sure if I'll be able to replay a journal constructed with Gröbner, but it's worth trying.

@Growflavor
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Growflavor commented Jul 17, 2021

Ok. below is the link to a .zip with the logs & the very large journal I mentioned for the second run above (it compressed to about 1GB from around 9GB):

https://drive.google.com/file/d/1XVf2WVPO3GeLJRM8szzRs003P5o01C1z/view?usp=sharing

a significant factor with this journal, if readable, is that towards the end it covers the period where I both delete the original flight plan in the save & click "0" button for history, after which point the working set memory, within a reasonable amount of time, returns to the ~2,6GB for the remainder of the session.

If you need a shorter journal, please let me know.

I will also build a new KSP 1.11.2 & GameData & attempt to replicate on one of the Dell Laptops instead of the ASRock desktop to try to rule out some corruption in the Squad files.

As your ideas progress please let me know what you think might be helpful for me to try.

For example, assuming I can replicate the issue on a Dell laptop, & since what I have been observing feels like a "confused KSP while flight planning", if you ever assess that there might be something in the save structure that could be confusing KSP...I could make a specific type of flight plan save with a specific particular earlier version of Principia then conducting a similar test like above loading that save with Gröbner or some other version of KSP, etc.

Thank you.

@pleroy
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pleroy commented Jul 17, 2021

If you are starting a new replication effort, I would recommend to use Grossmann, that would make my life easier for debugging.

@Growflavor
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Growflavor commented Jul 17, 2021

What would you consider to be an unexpected amount of working set memory increase on a machine with 32GB total RAM for such a basic scenario as this type of save? I ask because, needing to demonstrate, say, something like only a 3 GB increase would make repeating the tests much more rapid than waiting for lag, texture changes, etc. I was not actually clear whether or not the working set memory increase I observed was considered to be normal & expected.

On both machines, I built new KSP 1.11.2 folders on different drives from new downloads. I used the MunTransfer.sfs provided in the OP. I used Gröbner again to check behavior.

  • Working set memory increased by many GB on both machines.
  • On the ASRock the KSP UI eventually "froze": stopped responding to all inputs.
  • On the Dell, KSP UI remained responsive to inputs despite the memory increase & I deleted the flight plan to observe memory which only reduced by about 1.5GB, & KSP crashed as soon as I attempted an ESC-->Load save.
  • "KSP UI freeze": KSP stops responding to mouse & keyboard commands; however, many of the KSP related threads remain active, To close KSP requires an action like taskmanager-->end process.

These specific types of freeze, hang, or "crash on ESC-->load save" behaviors I have never seen on these machines in many years working with KSP & Principia prior to this recent issue under investigation.

On the ASrock, I rebooted & created a new save with Grossmann. Working set memory followed the same steady increase pattern & the craft textures lost illumination as in the prior tests with Gröbner. KSP UI "froze" when working set memory reached 10GB .

Here is a link to a short screen capture video of the 'KSP frozen UI state' (with Process Explorer info) using Grossmann:

https://youtu.be/AklhH1QEuXg

I am working on a 'less long' journal using Grossmann since a journal gets large rather quickly...link will be pasted in a new comment. If this shorter one is not enough, please let me know what & for how long exactly would you like the journal to capture...examples of some specifics:

  • the windows I leave open (which may be a factor...can you see that in a journal or would you also like screen shots or video),
  • only memory increase to a specific amount or all the way until UI, texture, lag, type issues emerge
  • whether to include deleting flight plan & having working set return to a lower value
  • etc...thanks

@pleroy
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pleroy commented Jul 18, 2021

First, a clarification: I am not really trying to debug the "disappearing textures", as there is no way that I can figure out what's happening in the KSP/Unity/DirectX/GPU stack. Instead, following the celebrated streetlight effect, I am trying to debug the memory growth, which seems abnormal and may (or may not) be related to the disappearing textures.

On my machine, KSP+Principia starts with a private working set of 2.5 GiB. Considering that your game doesn't have long trajectories, I would say that things are getting suspicious when the working set gets to 4-5 GiB.

Where it gets confusing is that when I replay your 9 GiB journal (and you must understand that replaying the journal doesn't involve KSP at all, it's just exercising the internal mechanics of Principia) the memory peaks at 75 MiB. That's a far cry from a multi-GiB leak. I was still able to identify two leaks, but they are really small. One is 250 B at 50 Hz, the other 4 B at 50 Hz. This will take a day to reach 1 GiB. I have also found places where we are not smart in allocating/deallocating memory. I'll fix all these issues, but this doesn't come close to explaining the memory growth.

I am not exactly sure what to recommend here. Maybe a journal generated with Grossmann that exhibits a sizeable memory growth (2-3 GiB) and then a drop when the flight plan goes away would help, but I am grasping at straws.

I'll keep looking and I'll update this issue if I find anything interesting.

@Growflavor
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Growflavor commented Jul 18, 2021

Thanks for the clarification. Hopefully the memory trail is not a bad "red herring" like the "streetlight effect"...at least in the environment on my machine, with this same save, KSP by itself stays around 2GB working set.

Since we are both somewhat grasping at straws, here at the link below is my initial 'less clean' Grossmann journal...in other iterations I have observed that the memory increases even if I do nothing but keep the flight plan & staying in flight scene...in this iteration I do a partial burn & mostly just let it sit as the memory climb above 5GB before deleting the flight plan at which point memory growth stopped.

https://drive.google.com/file/d/1OQNIf3eEMFhlx4fDo4phkq9G2H6Rqke6/view?usp=sharing

I assume the journals would reveal if something was up with calls the visual c libraries, but considering the wider environment, I could try reinstalling the visual C dependency if you think that might rule out anything...my logs report 192930037...I saw recently your mention of "pipelines are running with MSVC version 192930038"?

as a side note: from running so many iterations now my observation based assessment is that any lighting/texture issue is quite variable in manifestation and thus is likely more just a sign of instability beginning to occur somewhere in the KSP/Unity & associated threads...

I'll look forward to your update whether the Grossmann journal reveals anything different...thanks!

Until then I guess my next step is that I'm going to need to do the work to observe what memory does with earlier versions of Principia...

@Growflavor
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one other thought: while 'memory' might be somewhat of a red herring regarding Principia itself...might there be a way that Principia's use of memory, under some conditions, could eventually result in something related to what "Lisias" describes regarding Unity/KSP's "garbage collection" in this forum post:

https://forum.kerbalspaceprogram.com/index.php?/topic/196717-crashing-on-module-manager-running-post-patch-callbacks-and-extraplanetary-launchpads-recipes-when-installed/&do=findComment&comment=3993492

@Growflavor
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Growflavor commented Jul 19, 2021

Update:

  • if I immediately delete the flight plan after loading the save, KSP memory use remains stable (i.e. does not continue to steadily increase).
  • no changes to the observed memory use pattern after letting Visual Studio update the VC redistribution to ..38.

Here is a shorter journal with Grossmann relevant to the KSP memory management mitigation concept described below...I let memory increase for a few minutes then delete the flight plan, set history to 0, & switch to tracking station & then to space center at which point KSP working set memory returns to the more usual range (~2.7GB in this case):

https://drive.google.com/file/d/14jeWNdU7VwYYaJQuRqYMg7vZmpgOmMo0/view?usp=sharing

At least now there appears to be a fairly clear draft mitigation procedure for anyone who experiences a large memory increase:

  • make & execute flight plan sessions in short (ie. approximately 20 minute) sessions
  • make save of flight plan,
  • delete flight plan (& set history to 0) & leave flight scene to space center
  • load the save that was just made with the flight plan & resume work on the flight plan
  • repeat every 20 minutes or so based on actual observed memory increase
  • in any case where the above does not sufficiently reduce KSP working set memory use then
  • close & reload KSP & reload save with flight plan to resume work

@pleroy
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pleroy commented Jul 19, 2021

I have replayed the journals, and sadly I don't see any anomalous memory consumption: the journal dated 2021-07-18 peaks at 53 MiB, the one dated 2021-07-19 at 20 MiB. I installed the latest Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 and didn't see any difference.

As mentioned previously, journals only exercise part of the Principia code base. In particular they don't run with Unity, so oddities due to Unity are not be reproduced. This has been a problem in the past, see #2899. However, I was also unable to see any abnormal heap growth in the real game.

My gut feeling (which I cannot support with facts) is that something changed in the environment of some users that is causing trouble. And Gröbner is just guilty by association because it got released at the same time as that mysterious change (with monthly releases, time coincidences are rather probable). Note that while we have had multiple reports of the problem, it's definitely not the case that all (or a majority) of users are affected.

Let's try to eliminate some parts of the software stack:

  • It's unlikely to be KSP (1.11.2 was released in March, and we only heard about the problem in the last few weeks).
  • It's unlikely to be Unity (the Unity version has not changed since KSP 1.8).
  • It's hard to believe that there would be a bug in Windows or DirectX causing gigabytes to leak in games, that would be all over the news.

So I am looking suspiciously at the only remaining part of the stack, the GPU driver and libraries. It's not like something fishy has never happened before in that area, see #2297.

At this point I am going to put this issue on the back burner until new information surfaces. I don't think it's productive for you or for me to spend more time on it while I am unable to reproduce the problem. If you want to make one last experiment, try to see if the issue reproduces with an older version, like Grassmann or Green. If it does, it will pretty much exonerate Principia. If it doesn't, well, we'll still be clueless.

@Growflavor
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Growflavor commented Jul 21, 2021

back burner sounds good...one insight to help this simmer into a decent broth stock:

at least on the one machine I am observing in detail (=caveat), mostly based on watching "KSP" memory allocations with VMMapx64 & one windows 10 debugger trace, there may be some clarity as to why "reports" are more frequent 'recently' for users prone to "this underlying condition"

hypothesis: for quite some time (months? years?), some condition results in the "KSP/Unity/Principia Flight Scene Flight Plan/"Windows 10-DX11?-Nvidia? interface" complex to steadily increase some part of the "heap" portion of the memory allocation...

This 'heap growth' appears to directly correlate with the "KSP" instability (at least that I observe) of "this issue".

"With Principia Grassmann", the "win10/Unity/KSP/Principia" complex allocates a much smaller initial heap relative to Grossmann plus allocating a much greater % of the memory as "private data" relative to Grossmann. Further, in both heap & private data, the allocations are in a significantly higher % of "shared" forms of memory "with Grassmann" relative to "with Grossmann".

From my in game observations, this "smaller initial heap, etc." of the complex "with Grassmann" indeed appears to delay substantially the in game signs of "trouble" that appear when "the heap grows unusually large". Consequently, I at least never noticed it before...since I would have completed the flight plan & changed scenes well before "symptoms" became easy to spot. The changes in memory allocation for the complex "with Grossmann" appear to just make the underlying condition much sooner/easier to observe in game...

I remain clueless as to the 'why' regarding the underlying condition of "heap growth in the 'presence' of a Principia flight scene flight plan" that gets released with flight plan deletion & scene change in the "KSP/Unity/Principia Flight Scene Flight Plan/'Windows 10-DX11?-Nvidia? interface' " complex.

@Growflavor
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Growflavor commented Aug 24, 2021

At least for those of us that experience this we can mitigate it even further by making sure we ONLY have the Flight plan UI open on the screen when we are actively making changes to the flight plan & otherwise leave it closed/minimized.

I understand this issue is at the bottom of the barrel, but I wanted practice with the win10 debugger tools anyway so here are some interesting updates:

Very odd that only some users experience this...The memory behavior is very reliable on the 3 machines I have been using to evaluate it...they have different boards, memory, BIOS, chipsets, and gpus however all are Ivy Bridge series processors (sadly I do not have access to later series chips where I can run KSP). Occurs both with KSP d3dx11 as well as if KSP is forced to use OpenGL with the -force-glcore flag. Also, occurs both with the Nvidia cards as well as with the Intel iGPU.

This enabled me to narrow down that this symptom, that at least a few of us users are experiencing, is directly related to the flight plan UI being open with at least a flight plan created: i.e. memory does not increase when the the flight plan UI is open alone without a created flight plan, nor does it increase if the flight plan UI is minimized/closed even when containing a created flight plan.

Reliable control:

Using the flight plan button in the main Principia window to alternate Minimizing/closing the flight plan UI (that has a created flight plan) with opening it on the screen reliably controls the private working set memory growth: Flight Plan UI open on the screen = memory allocation steadily increases, Flight plan UI closed memory allocation stays steady.
(example captured in this long boring 1080p video: https://youtu.be/b0ZlMMkSEhk )

speculation: From the memory analyses linked below, it has the feel that memory is being repeatedly & steadily called for something like UI "textures/shaders" since the memory grows only when the UI is 'open on the screen' but rather than this "texture/shader memory" being freed when the UI is 'minimized/closed' by the 'flight plan' button in the main Principia window it is held all the way until the entire flight plan is deleted...(and, for whatever reason Windows does not fully release it until changing scene in KSP).

Using the Intel iGPU, I did a sequence of leak tracking dumps on the same KSP process (1.12.2 in this case but pattern is similar in KSP 1.10.1 & 1.8.1 & similar using either d3d11 or OpenGL on the Nvidia RTX2070):

album showing the 1st page of each memory analysis report:
https://photos.app.goo.gl/dW3Kiks1cNn14AYHA

d3d11!NOutermost::CDevice::CreateLayeredChild+e5 keeps increasing the most, (again, a similar growth is reported if using OpenGL but with a different .dll of course).

`\d3d11.dll is responsible for 1.07 GBytes worth of outstanding allocations. The following are the top 2 memory consuming functions:

d3d11!NOutermost::CDevice::CreateLayeredChild+e5: 779.42 MBytes worth of outstanding allocations.
d3d11!operator new+24: 184.62 MBytes worth of outstanding allocations.`

memory analysis report shows the interesting sequence of related calls (opens in Internet Explore since the MS debugdiag .mht uses active content):
https://drive.google.com/file/d/1rEbJPhsM6w6216Oje0t8Cz0GNiOu-_1O/view?usp=sharing

I also looked at the dates of various clusters of changes in the change history for the Principia "flight_planner.cs" and tried some older Principia versions before various changes:

  • visually the "memory growth with the flight plan UI open v. closed" seems to follow the same pattern in KSP 1.10.1 & 1.8.1 with various versions at least back to the 2020 September version of Principia (Gateaux).
  • Where as "out standing allocations" growth shown in the dumps with "CreateLayeredChild" still exists but appears a bit slower in with the 2020 March Principia version (Frobenius) which was before a number of element changes (rebase button, collapsible maneuver list, etc) made to the Flight Planner UI in the current Grothendieck: specifically over a 30 minute comparison period: KSP 1.8.1: 4.6 MB/min (Frobenius) v 5.3 MB/min (Grothendieck)...
  • I mention this just to suggest that the steady memory allocations on some machines might be something with how Unity handles the drawing of the "Flight Plan UI with a flight plan" with the Principia code doing exactly what is intended for the UI.
  • However it is odd that only the memory growth is only observed with the Flight Planner UI & not other UIs with similar elements such as the reference frame selector UI.

@larryfast
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FWIW I'm experiencing the same problem on Ubuntu 20.10 x64. Seems to be independent of KSP or Principia versions, but I didn't get into any of the gory details provided by Growflavor. I'll try to dig up the goods on my GPU, etc.

@larryfast
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My hardware info:
Intel(R) Core(TM) i5-7600 CPU @ 3.50GHz
Xeon E3-1200 v6/7th Gen Core Processor Host Bridge/DRAM Registers
Intel HD Graphics 630 (cheap onboard graphics 'card')

@Growflavor
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Growflavor commented Sep 8, 2021

@larryfast
Thank you.

Your observation & hardware info provides data that indicates the issue likely is independent of OS, GPU, Intel Chip series.

Also, prior data indicates that the unexplained memory increase controllable simply opening or closing on screen the "Flight Plan UI with created flight plan" is independent of KSP version. This symptom has been observed in at least KSP 1.4.5, 1.8.1, 1.10.1, 1.11.2, 1.12.2 & at least since Principia Fatou...(though the magnitude of private working set memory use growth might be slightly less in Principia versions of Frobenius & prior, but the magnitude observation has only been investigate to a 'speculative suggestive' level at this point with limited metric methods).

@pleroy I see that you are working on other much more great issues & features. However, at some point convenient to your workflow, I would be grateful for the following .PML from a machine where the memory growth symptom is not present. Ideally while launching KSP 1.12.2 with default settings.

I can compare Process Monitor reports (made using the method you describe) which I referenced & summarized at this link:

https://forum.kerbalspaceprogram.com/index.php?/topic/162200-wip181-191-1101-1110%E2%80%932-1122-principia%E2%80%94version-haar-released-2021-09-07%E2%80%94n-body-and-extended-body-gravitation/&do=findComment&comment=3845888

The objective would be to track on a machine to which does not exhibit the issue:

  • KSP 1.12.2 startup through loading the "MunTransfer.sfs" to the flight scene,
  • deleting the flight plan,
  • returning to the Space Center,
  • then quitting KSP from the Main Menu
  • then saving the .PML

I then convert & save the .PML as .CSV in Process Monitor, use Excel to remove the Time, PID & Thread columns, and then use WinMerge to run a file comparison on the two different .CSV converted .PML. I pulled the .PML below for practice (but will benefit by putting KSP in the same folder structure as the KSP of the requested comparison .PML so that the paths match. That way all the FASTIO read calls to KSP assets do not show as different in the WinMerge comparison.)

revised file (no debug gflags): KSPtest1122noGFLAGSLogfile.zip

With my test comparisons of .PML files on my machine, this made it much easier to identify differences.

Maybe those of us affected are loading some different .dll version or different regkey state of some kind.

(I really hope it is something I can fix locally like that...for adults whose machines exhibit this approx. 1GB per 20 minute increase in private working set KSP memory use, mitigating it may be less of an issue, but reminding young people to open & close windows or losing their work when KSP becomes unstable is a real distraction for me.)

@larryfast
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I'm running KSP on Ubuntu. The process described seems to be windows based. Happy to help if it's something I can do on Linux. Sadly I have to leave this Snark hunt to others.

@Growflavor Growflavor changed the title possible steady memory increase potentially leading to KSP instability/slowness/unusual texture lighting/slow crash "Flight Plan UI" associated steady memory increase (~1GB per 20 minutes) on some machines leading to KSP instability/unusual texture lighting/slow crash/system out of memory Sep 9, 2021
@Growflavor
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Growflavor commented Sep 23, 2021

@pleroy there is at least one odd thing, a series of requests that contains a "\GameData\Principia\GameData\Principia\x64" path duplication, that I see in the PMLs for KSP run on my main machine.

I also looked at it in realtime in Process Monitor today with a fresh KSP setup. I mention it because a slew of these occur when the Flight Plan UI is opened the 1st time after resuming a saved game.

Here are two examples of the stack Process Monitor reports for two of the calls when the Flight Plan UI was first opened:

ProcessMonitorFastIODuplicatePrincipiaPathOpenFlightPlanUIStackExample.zip

Unfortunately, there appear to be other times (perhaps when other UIs are oppened) that this double path occurs as well, not just with the Flight PLan UI...however there are a lot with the flight plan UI. So I decided it is worth mentioning (hundreds of instances through out the latter part of the above PML I already shared for example) in case it sparks any fruitful ideas:

KSP_x64.exe,IRP_MJ_CREATE,T:\SpaceTest\KSP1122\GameData\Principia\GameData\Principia\x64\principia.dll,File System,PATH NOT FOUND,"Desired Access: Read Attributes, Disposition: Open, Options: Open Reparse Point, Attributes: n/a, ShareMode: Read, Write, Delete, AllocationSize: n/a"

edit: just to be clear,

  1. no such folder, path or file exists (ie. there are not multiple GameData or Principia folders inside eachother) and thus these all result in PATH NOT FOUND.

  2. These calls with the duplicatation in the path start towards the end of the PML record after all the visual C dlls etc & Principia.dll have shown successful calls to appropriate paths (links to additional screenshots in a google album since github gave an 'empty file error') in either \System32 or GameData\Principia\x64 folders...

PrincipiaDuplicatePath

I am willing to do a comparision with a PML for KSP run from your machine...(the AstroGrep & WinMerge tools work well when I convert the PML to CSV in Process Monitor).

Sadly, the only other thing I see so far in real time with Process Monitor is the thread create & exit Orbit analysis activity just when the main Principia UI is open, however, that seems to be normal/expected & does not appear to cause any memory allocation growth.

I'll look forward to your further insights when you have time. Thank you!

@pleroy
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pleroy commented Sep 23, 2021

I have seen similar (weird) paths when debugging unrelated issues. I think this is just that KSP sets a search path that looks in multiple places, and thus ends up constructing these nested paths. Nothing to see here, I guess.

@pleroy
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pleroy commented Nov 13, 2021

So I looked again at this problem for the first time since July, and, interestingly, I was able to reproduce it using the latest release, Halley (no idea why I couldn't the first time around).

The heap debugger was not very informative because all the memory managed by Principia looked fine, but there was a suspicious increase in memory related to Unity.

So I went for a different approach, and started to comment out bits and pieces of code in the flight planner UI, running the game for 5 minutes from the PrincipiaMun60kFreeFlyBy save given in the original report, and measuring the Private Working Set increase. With the released version it would burn about 120 MiB/minute, which is sure to lead to obnoxious memory usage.

After a rather long and protracted process, I was able to narrow down the problem to the display of horizontal lines in the flight plan UI. It appears that, when displaying a horizontal line for a single frame, Unity irreversibly burns about 9 kiB of heap. Since the problem is in Unity, I can easily see imagine that it could lead to corruption of various parts of the UI (e.g., the "Cheshire Cat" navball). I also presume that other windows where we display horizontal lines (e.g., the orbit analyzer) would lead to similar issues.

A slight change to the way that we display these horizontal lines seems sufficient to prevent Unity stupidity. Meanwhile, the Internet being an inexhaustible source of wisdom, there is a meme for that.

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