Space Engineers

Space Engineers

Kinetic Devastation
Muzzled Nov 26, 2021 @ 8:20pm
crashlog
20:41:47.2059 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at VRageRender.MyRenderProxy.get_BillboardsPoolWrite()
at VRage.Game.MyTransparentGeometry.AddLineBillboard(MyStringId material, Vector4 color, Vector3D origin, UInt32 renderObjectID, MatrixD& worldToLocal, Vector3 directionNormalized, Single length, Single thickness, BlendTypeEnum blendType, Int32 customViewProjection, Single intensity, List`1 persistentBillboards)
at VRage.Game.MySimpleObjectDraw.DrawLine(Vector3D start, Vector3D end, Nullable`1 material, Vector4& color, Single thickness, BlendTypeEnum blendtype)
at HighSpeedCollisions.GridInfo.Update(Int32 updateCtr)
at HighSpeedCollisions.HighSpeedCollisionsCore.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\build\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 316
at Torch.VRageGame.Run() in C:\build\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 130
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
System.NullReferenceException: Object reference not set to an instance of an object.
at VRageRender.MyRenderProxy.get_BillboardsPoolWrite()
at VRage.Game.MyTransparentGeometry.AddLineBillboard(MyStringId material, Vector4 color, Vector3D origin, UInt32 renderObjectID, MatrixD& worldToLocal, Vector3 directionNormalized, Single length, Single thickness, BlendTypeEnum blendType, Int32 customViewProjection, Single intensity, List`1 persistentBillboards)
at VRage.Game.MySimpleObjectDraw.DrawLine(Vector3D start, Vector3D end, Nullable`1 material, Vector4& color, Single thickness, BlendTypeEnum blendtype)
at HighSpeedCollisions.GridInfo.Update(Int32 updateCtr)
at HighSpeedCollisions.HighSpeedCollisionsCore.UpdateAfterSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\build\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 316
at Torch.VRageGame.Run() in C:\build\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 130
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
20:41:47.2059 [INFO] Initializer: Generating minidump at C:\Users\Muzz\Desktop\Combat Torch Server\Instance26\Minidump.dmp
20:41:47.2059 [ERROR] Initializer: Keen broke the minidump, sorry.
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Showing 1-1 of 1 comments
Echthros  [developer] Nov 26, 2021 @ 8:22pm 
Ah, yup. It's what I thought. It should already be fixed now. I accidentally left in some debug drawn lines, but they're gone now.
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Showing 1-1 of 1 comments
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