Spent about 3 days battling a bug where as soon as I tried to edit the UV coordinates of a mesh, it grew in size about 50x and changed to pitch black color.
These functions used to work!? They still do work in this original case.
Eventually narrowed it down to something about importing models. Models imported before I last upgraded worked, models imported now don't. Imported through an old version it was fine!?
Upgraded Godot and it seems to be okay again now.
So it's only V4.2.1 that had whatever problem this is I guess. 4.2.2 is fine, and v4.1 is fine.
Seems like v4.2 has a new way of storing meshes or something, which seems likely related. Maybe it was running this "update meshes to new version" tool that really fixed it? But I thought I had run that when I upgrade to 4.2.1.
Anyway. 3 days work, but bug is fixed! Onwards!
Her: I got 2000 errors in this code
Me: could be worse, maybe?
Her: it's only 400 lines long...
@catsalad
After 6 months or so, I want to replace this 1 keycap because my left hand finger action is awkward, It seems that don't trim my nails often enough,
and apparently, what I do for a living is mostly Ctrl-C, Ctrl-V. #coderlife
I just spent all afternoon refactoring hundreds of lines of code and then when I was done it just worked first time with no errors or debugging.
Bound to mean all the bugs are just hidden bugs. I bet it'll turn out not to have really worked first time. This never happens.
Manager: Shouldn’t it discard bad records and keep processing?
Me: Yes
Code Comment: // If there’s an error, continue on to the next record.
Actual Code: If (error) return false;
This is why I get paid the big bucks.
Working late again trying to get another bastard merge of complicated model changes done. Getting to really hate these as you're now to blame for every single thing that any developer does to this 3-million-loc system. #coderlife