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Rapporter et oversættelsesproblem
July 16 update broke my savegame Deserialization abilities ;)
Simulation error: Array index is out of range.
at TreeAnarchy.Patches.TreeMovement.GetWindSpeed (UnityEngine.Vector3) <0x000fb>
at (wrapper dynamic-method) TreeInstance.TreeInstance.PopulateGroupData_Patch0 (TreeInfo,UnityEngine.Vector3,single,single,UnityEngine.Vector4,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x0057c>
at BuildingAI.PopulatePropGroupData (uint16,Building&,bool,bool,int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x0145d>
at (wrapper dynamic-method) BuildingAI.BuildingAI.PopulateGroupData_Patch1 (BuildingAI,uint16,Building&,single&,int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x00388>
at CommonBuildingAI.PopulateGroupData (uint16,Building&,single&,int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x04097>
at Building.PopulateGroupData (uint16,int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&) <0x00112>
at BuildingManager.PopulateGroupData (int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&,bool&) <0x0013f>
at RenderManager.Managers_PopulateGroupData (int,int,int,int&,int&,UnityEngine.Vector3,RenderGroup/MeshData,UnityEngine.Vector3&,UnityEngine.Vector3&,single&,single&,bool&) <0x000b1>
at RenderGroup.UpdateMeshData (RenderGroup/MeshLayer,UnityEngine.Vector3&,UnityEngine.Vector3&) <0x00391>
at RenderGroup.UpdateMeshData () <0x00155>
at RenderManager.UpdateData (SimulationManager/UpdateMode) <0x00384>
at (wrapper dynamic-method) SimulationManager.SimulationManager.Managers_UpdateData_Patch2 (SimulationManager/UpdateMode,single,single) <0x00105>
at LoadingManager/<LoadSimulationData>c__IteratorB.MoveNext () <0x00bee>
at AsyncTask.Execute () <0x000a8>
Let me try a resub.
Windows 10, x64 system
Fixed for now
Not sure which step fixed it, but so far so good