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Added a handler for when components or systems go rogue, so they don't take down the level editor quite so hard.
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1 changed files with 4 additions and 1 deletions
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@ -333,7 +333,10 @@ module.exports = class ThangsTabView extends View
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onThangsChanged: (e) =>
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onThangsChanged: (e) =>
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@level.set 'thangs', @thangsTreema.data
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@level.set 'thangs', @thangsTreema.data
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serializedLevel = @level.serialize @supermodel
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serializedLevel = @level.serialize @supermodel
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@world.loadFromLevel serializedLevel, false
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try
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@world.loadFromLevel serializedLevel, false
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catch error
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console.error 'Catastrophic error loading the level:', error
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thang.isSelectable = not thang.isLand for thang in @world.thangs # let us select walls and such
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thang.isSelectable = not thang.isLand for thang in @world.thangs # let us select walls and such
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@surface?.setWorld @world
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@surface?.setWorld @world
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@selectAddThangType @addThangType, @cloneSourceThang if @addThangType # make another addThang sprite, since the World just refreshed
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@selectAddThangType @addThangType, @cloneSourceThang if @addThangType # make another addThang sprite, since the World just refreshed
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