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Fix NRE in debug voxels for real now #59

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May 12, 2019
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Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,8 @@ private void UpdateActive()
{
foreach (DebugVisualVoxelSubmesh submesh in m_submeshes)
{
if ((object)submesh != null) submesh.active = m_active;
if (submesh != null)
submesh.active = m_active;
}
}

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Original file line number Diff line number Diff line change
Expand Up @@ -74,8 +74,7 @@ public bool active
get => gameObject.activeSelf;
set
{
if (gameObject != null)
gameObject.SetActive(value);
gameObject.SetActive(value);
}
}

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1 change: 1 addition & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -66,6 +66,7 @@ CHANGELOG
=======================================================
-----------------------master branch---------------------

Now really fixed ocassional NRE when cleaning up debug voxels ([#59](https://github.com/dkavolis/Ferram-Aerospace-Research/pull/59))
Fix unsubsribing correct method from `GameEvents.onGUIEngineersReportDestroy` in `EditorGUI` ([#58](https://github.com/dkavolis/Ferram-Aerospace-Research/pull/58))
Fix assymetrical voxelization on some Mk2/Mk3 adapters [#56](https://github.com/dkavolis/Ferram-Aerospace-Research/pull/56) ([#57](https://github.com/dkavolis/Ferram-Aerospace-Research/pull/57))
Cache some Unity properties for performance reasons ([#53](https://github.com/dkavolis/Ferram-Aerospace-Research/pull/53))
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