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  1. About using git, if using the command line tool you can do something like this: git checkout-index -a -f --prefix=/destination/path/ The trailing slash is important or it won't work as expected. That would strip out the .git folder. You'd still get the .gitignore etc though. You could also do this: git archive --format zip --output /tmp/YourModRelease.zip main The "main" part is the branch you want to archive, could be different for you, like "master" maybe. Alternatively, on Github you can create tags and releases. This would create a downloadable archive which would also not contain your .git folder.
  2. Not sure you can do it with debug, but you have a XP multiplier option in sandbox settings, in the Character section.
  3. Great, congrats on finding the bug! Keep up the good work! Love the game
  4. Oh, and the bug happens only when I quit current game, or start a new game, or load a saved game. It's never happened while I was playing. And when I said the game is freezing, it's a real freeze like I have to force kill the game to be able to use it again.
  5. It is definitely not the case, the mod you see are mod I made myself, they don't put allocated objects in GlobalModData or do anything with ModData in general, even less in a for loop. As mentioned earlier, I had the same bug even before I knew the existence of mods (I started to play Zomboid around august of this year). And this console log is from yesterday. The bug also happens when I only start new games each time instead of loading saved games. You can find a zip of my mod folder attached to this post. One (zReload) is an empty mod with no code in there, I just use it to force reload the Lua from mod screen. The other, OffTheWindow, is a mod I started yesterday to allow players to throw zombie corpses out of windows. It's just using the event OnFillWorldObjectContextMenu to add a context menu entry when you click a window. mods.zip
  6. Sure I will. That said, when I first started playing the game, even before I was aware I could download or make mods, I still had the same issue. So it's definitely not related to the mod you see in the log. Furthermore, after I posted this bug report, other people confirmed to me they had the same issue. Also, even assuming a bad mod allocating too many objects, the game engine should still free the memory when you quit the current game and start a new one .
  7. When I start a game or load a saved game multiple times, without quitting to desktop, quitting the current game takes more and more time to perform each time, until the game becomes completely unresponsive. The problem is present on vanilla even without any mod loaded. The computer I'm using has 32GB of RAM and it's far from being full when the problem happens. I usually start to feel the lag after approximately 10 games loaded or started, and the freeze usually happen after I start or load a few more games. The error I get in console.txt is: Exception thrown java.lang.OutOfMemoryError: Java heap space at HeapByteBuffer.<init> Here's the stack trace when this is happening: LOG : General , 1637028655102> EXITDEBUG: Core.quit 1 LOG : General , 1637028655103> EXITDEBUG: Core.quit 2 LOG : General , 1637028655103> EXITDEBUG: onMenuItemMouseDownMainMenu 3 LOG : General , 1637028655103> EXITDEBUG: IngameState.updateInternal 1 LOG : General , 1637028655103> EXITDEBUG: IngameState.updateInternal 2 LOG : General , 1637028655305> reanimate: saved 0 zombies LOG : General , 1637028655311> Saving GlobalModData ERROR: General , 1637028658210> ExceptionLogger.logException> Exception thrown java.lang.OutOfMemoryError: Java heap space at HeapByteBuffer.<init>. ERROR: General , 1637028658211> DebugLogStream.printException> Stack trace: java.lang.OutOfMemoryError: Java heap space at java.base/java.nio.HeapByteBuffer.<init>(Unknown Source) at java.base/java.nio.ByteBuffer.allocate(Unknown Source) at zombie.world.moddata.GlobalModData.save(GlobalModData.java:252) at zombie.GameWindow.save(GameWindow.java:1281) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1420) at zombie.gameStates.IngameState.update(IngameState.java:1356) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.GameWindow$$Lambda$202/0x0000000800cfcc90.run(Unknown Source) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at zombie.GameWindow$$Lambda$77/0x0000000800ac5818.run(Unknown Source) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1637028658211> EXITDEBUG: IngameState.updateInternal 3 LOG : General , 1637028658213> removing all player data LOG : General , 1637028658213> - player: 0 LOG : General , 1637028658213> removing player inventory LOG : General , 1637028658214> removing buttonprompts LOG : General , 1637028658214> removing loot inventory console.txt.zip
  8. When an IsoWindow is oriented either East or South, the property Facing of the window indicates a wrong value, respectively West and North. For example, given an IsoWindow that is oriented East, the following code would print W in the console instead of E: print(isoWindow:getProperties():Val("Facing")) When the IsoWindow objects are oriented either North or West, then we get the proper values, respectively N and W Here's the code I'm using to print the values in the console: function onFillWorldObjectContextMenu(player, context, worldobjects, test) for _, object in ipairs(worldobjects) do if instanceof(object, 'IsoWindow') then local orientation = object:getProperties():Val('Facing') print('DEBUG: Window facing ' .. orientation) end end end Events.OnFillWorldObjectContextMenu.Add(onFillWorldObjectContextMenu) Note: I had to crop the screenshots to fit the 4MB upload limit, but I can provide the full version if needed, just ask.
  9. If you grab a corpse and put it in your bag, when you right-click on a ground tile, you don't have the option to drop the corpse, even if you unpack the corpse from your bag. Once you put the corpse in your bag, whether you unpack the corpse or not, if you right click the corpse in player/bag inventory, you have a menu entry "Grab Corpse" which shouldn't be there. If you click the "Grab Corpse" entry in this context and the corpse was inside the bag, it will just unpack the corpse (which is redundant with the "Unpack" menu entry). If you click the "Grab Corpse" entry when the corpse was in player inventory, you end up with this message in console.txt: LOG : General , 1636999305220> bugged action, cleared queue zombie.characters.CharacterTimedActions.LuaTimedActionNew@4a3479b1
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