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When fixing 'bugs', have you ever had an occasion where it was 'fixed' in one place, only to discover later that the actual cause was in some other place? So you have to do the 'proper' fix and 'undo' the original fix.asked by Steve-2001

TL;DRYes, Mark Abent describes a case where lost physics on dropped items traced back to code accidentally removed in an old engine integration, which he found by digging through version history.

I actually did a BugSmashers video, yeah you know that show.

Come on.

Never seen it.

I have to edumucate you after this.

Actually I think I'm on one or two of them.

No that's your twin or something.

That's my voice, maybe.

So yes all the time! An example would be going back with the new item system, we have these entities or items that they have – I love having this stuff, maybe it has this cup as what it looks like and its physics. So if I hits the cup, it reacts and it is just one thing that does need a slot where this geometry and physics go. We can have a number of slots, but for most part, we have one slot and our old items had one slot, but to get this interaction system up and running, we needed to have physics in different locations, maybe this opens a door, this one turns on power. So we had to have another physics thing, so now we have two slots in this entity and we have to physicalize both and it should have been as simple as saying negative one and what that would do is if it's negative one, it would go through each slot and physicalize it.That was something we did about two years ago for the vehicle system, however it was working when we attached these items to ships, but then as soon as you detach it and put it on the ground, it had no physics and it was because of that change; everyone was like. "What's going on? This used to work, this worked two years ago."

It's always kind of funny when bugs like that pop up because you guys are fighting old code and then me like, "Whoa, whoa, whoa, so we want this to happen, why is this happening?" and then like dig in. Sometimes I know you guys are like... one time he came over to my desk and was like, you had 12 different files open and you're just like, "I just don't know where it is".

I'm just tracing back to the history-RV: YeahMA: But ultimately I did find what was causing that and it was when it hit negative one it early aborted while the code back then was just missing and I literally was tracing back the history to find what happened because this code was there and I find it way back, I think a year ago it was an integration from a new engine version to some new tech for 64-bit and during that it removed some code and we never noticed this because we never had to do this type of thing.The vehicles ended up getting completely different code, so we never noticed it until we put this item in and then so yeah it was like, "Alright he's the old code that used to work", and now when we plop this thing on the ground, it has physics and it's just like [raises his arms in exasperation], the history is haunting me. It's like I fixed this years ago!

And I don't envy that at all.

But luckily, oh I love proforce, you can just scroll through the history and go where did it go? Where did it go? There it is! It's called the blame historyRV: So next one, actually for me is from...

10 for the Developers›Episode 11·
Published on this date.23 May 2016