Core/Cinematic: Properly end re-triggered cinematic before starting a new one - #31959
Open
Jildor wants to merge 1 commit into
Open
Core/Cinematic: Properly end re-triggered cinematic before starting a new one#31959Jildor wants to merge 1 commit into
Jildor wants to merge 1 commit into
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Changes proposed:
Starting a cinematic while another one is still in progress (clicking gameobject 187578 in Magister's Terrace more than once) summoned a new camera object without cleaning up the previous one.
The player stayed bound to the old camera and, once it despawned, the Unit destructor failed on ASSERT(m_sharedVision.empty()).
Issues addressed:
None
Tests performed:
tested in-game