FlashHit
FlashHit
Will be fixed with: - https://github.com/EmulatorNexus/VeniceUnleashed/issues/879
```lua local function _DoRaycast() local s_RayCastHit = RaycastManager:CollisionRaycast(Vec3(0,0,0), Vec3(999,999,999), 1, 0, RayCastFlags.IsAsyncRaycast) print("Hits: " .. #s_RayCastHit) end ---@param p_DeltaTime number ---@param p_UpdatePass UpdatePass|integer Events:Subscribe('UpdateManager:Update', function(p_DeltaTime, p_UpdatePass) _DoRaycast() end) ``` hmm.....
@Joe91 any update on this?
``` Crash ID: c390cf11-24ab-46cf-8658-b1e666b0179f Build Number: 18848 Release Branch: dev ``` Found a repro: [BugTestVuRaycast.zip](https://github.com/EmulatorNexus/VeniceUnleashed/files/8836421/BugTestVuRaycast.zip) - Map has to be `XP1_002 ConquestLarge0 1` - Start server ->Crash Note: It only...
Seems to happen with `DynamicPhysicsEntities` as well. So probably all type of `PhysicsEntity`.
Fixed in build `19968`. Go to [changelog](https://docs.veniceunleashed.net/general/changelog/#19968) for more information.
``` Crash ID: 56abbcd6-ff4a-41ed-95d0-7ea6ddf23595 Build Number: 18241 Release Branch: dev ``` might be related, maybe. Destroying entities when overrunning a rallypoint in RM.
it's the same reason as in - #765 If I add the instance to a table it won't be a problem.
Crash ID: 72cb186b-7046-4eb0-84a9-8747f7829b87 Build Number: 18752 Release Branch: dev
still the same on `18752`. Repro mod: [GeometryTriggerBlueprint (3).zip](https://github.com/EmulatorNexus/VeniceUnleashed/files/8741774/GeometryTriggerBlueprint.3.zip) - Spawn - write `!geo` to create a new entitybus (do this a couple times) - write `!all` to print all...