I've gotten the UnitTest for the embodiment to work! Yee!
I have fixed a number of import/initial pull errors in the game world that were prefaced with ARgumentException. I am still working on the FBX errors. This helps to resolve half of #28 and hopefully also issue #3.
Alright, this fix helped get rid of the errors in the console without randomly causing textures to poof
Merge branch 'UnitTest_Spydr' of https://github.com/opencog/unity3d-opencog-game into HEAD
Looks like I fixed the broken BlockSet1 and otherwise repaired everything AND got rid of the errors. This is a good commit to push to HEAD
Fixed a null pointer error in OCGoalController if the avatar didn't connect. Because I can't test WITH connection (no wifi, not same network) I want to make sure that this is documented in its own seperate commit in case it needs to be fixed. There's a TODO in the file highlighting the correction, under FindGoalBlockPositionInChunks.
I pushed a lot of Log messages to OCLogger.Fine() or commented them out because they were no longer being used for anything (ie: their bug had been debugged). I also converted a lot of OCLogger.Error() messages to Debug.LogError() messages because all the date and time information was actually making them hard to read. Owed to the large number of functions in OcLogger (Fine, Error, Debugging, Info, etc) I think I might want to ask what the class's purpose was so I can make sure I don't misuse, underutilize, or overutilize it. The game builds with no warnings.
We somehow lost blockset 1 again, and the battery is missing. We're going to go spelunking down the commit chain to try and find an uncorrupted version.
Again fixed Blockset 1, but getting weirded out by how easily these textures go missing. I might want to unravel the editor code (would it be under Start or something?) that causes these textures to recalculate at run time and go strangely missing.
Agent is instantiated and attempts to connect, battery is created in the proper position... All I need to do now is have Lake test and see if the battery can be found and the connection code doesn't break, and then I can merge to Master.
otw - Tweaking a few things to test the connection.
otw - Seems like swapping the battery and embodiment tests fixed the error.
I just fixed some realllly old errors with the console window not eating text input such that anything you typed into the console also caused the player to move around. Here's what it took: First of all, there was a variable called Input.eatKeyPressOnTextFieldFocus = false; This was depreciated, which is how I sent out to fix it (it was putting up warnings). In order to fix this, I had to take all the keypress code out of update and put it into the 'new' kosher way of handling these situations by putting it into OnGUI (I split ONGui into two functions in order to make this hurt our brians less). Then instead of using if/thens and Input.KeyDown, i instead used Event.current.keyCode and a switch statement to process the backquotes, return keys, and up and down arrows. Everything works, and best of all now that input doesn't leak out to the character controller.
Deleted the //Input.eatKeyPressOnTextFieldFocus = false; lline I mentioned in the previous big commit.