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This one? https://github.com/esoui/esoui/blob/...ctpool.lua#L35 Seems we need to manually add "ZO_ObjectPool_DefaultResetControl" now as "resetFunction" parameter to the call of ZO_ObjectPool, or what is the change needed here to solve your bug? I recently noticed some weird "frozen" (not removed/hiden?) lines in the merTorchbug table lines here and there which I never noticed before. Maybe it got to do with it. Thank you! |
Dan already mentioned we would have to make or override the reset function. I just forget how he worded it. He mentioned it would change prior to even making the change.
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Seeing how the ingame code still relies on resetFunction being an optional argument in many places, I feel this is more of a bug than an intended change and should be fixed in the game.
EDIT: I clarified it with Dan. The reason it was removed was because the ingame code truly does not need a reset function in some cases and in the past they would pass in function() end, which is quite awful. The new behavior is that the reset function is completely optional and if you need one you have to pass in either a custom function, ZO_ObjectPool_DefaultResetObject or ZO_ObjectPool_DefaultResetControl. |
Thanks andy.s, siri and ZOsDanBatson for the info!
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