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Crashing on passive tree generation #570
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Ok, so I fixed an issue with loading skill trees (I think that might be the problem here). Basically, when you switch to a blank tree the root node wasn't being allocated. There appears to be a different issue with the advanced generator skipping nodes. The normal "Tagged Nodes" generator is working fine |
It didn't seem to fix this particular issue. Interestingly enough I was able to run it after I reset and then rebuilt the checked nodes. Below I have included two trees. The 'Works Fine' tree worked initially but when I added a new skill choice it seemed to crash after I tried to generate the tree again. I think it may also have to do with the undo feature potentially? I was able to run the generator after resetting the tree but it broke when I did the following:
Either way you're probably right; it has nothing to with the node from what I've tested I can allocate and generate the tree fine with any of these nodes, it's probably a very specific set of actions that is causing the issue. Thanks for all your hard work! Works Fine:
Exception:
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Under certain conditions I am getting an exception when attempting to generate a skill tree. I'll attach a stack trace and the build
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