Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
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<TatianaCurrie> @taniwha
<taniwha> o/
<taniwha> TatianaCurrie: hi. you should find another channel opened up
<TatianaCurrie> oh i see , is it taniwha? it came up as a tab
<taniwha> yes
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<blowfish> taniwha: I found a few .mu files that the latest I/O plugin chokes on
<taniwha> oh?
<taniwha> which models? I'll take a look
<blowfish> that's the stack trace
<blowfish> I'll get links to the models
<taniwha> thanks
<blowfish> all 3 in that directory
<taniwha> I'm sure 1 will be enough
<taniwha> grabbed that one for now
<taniwha> or tried to grab it. lftpget got me an html file :P
<taniwha> reproduced
<taniwha> case and paste bug, from the looks of it
<taniwha> hmm, problem in the shader now
<taniwha> but /that/ bug is fixed
<taniwha> blowfish: there's an exception in the shader setup, but it's mostly harmless (ie, shader setup catches it, so the model still loads)
<taniwha> I do need to work on the emissive animation stuff, though
<taniwha> I've pushed the fix for your exception
<blowfish> hmm, the model I linked doesn't look quite right when imported
<blowfish> but maybe that's unrelated to the exception
<taniwha> might be the collider mesh
<taniwha> dunno
<taniwha> let me know if you figure it out
<blowfish> even removing the collider, a bit piece of it is missing
<taniwha> oh, one thing: bones aren't properly supported yet
<blowfish> yeah, might have something to do with SMRs
<taniwha> gotta go get some lunch, bbl
<blowfish> hmm, I don't think most of what' showing is on a SMR though
<blowfish> what's not showing
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