Development mode error detection
sparrowdragon opened this issue · 2 comments
Description of the feature
A checkbox (disabled by default) allowing users to bypass leak detection halts (would be nice to have some instructions on how a user can add this setting for themselves in just about any version of BEE2 that has the more helpful web browser-supported error warning)
Why should this be implemented
An issue I (and apparently other users) were sometimes experiencing is related to a problem with the compiler (I don't know why now for my case, I may have to reinstall the program) where it detects leaks out of thin air and arbitrarily halts play mode after it was already loading. Sometimes, the error page isn't even capable of proving that there is a leak, no red line pointing to anything. This is an example of the Cobra effect : try to block off one "problem" and even more problems, worse than the initial one, spawn in.
Additional information
Usually BEE2 gives map designers more freedom to create original levels and puzzles, use their imaginations, but there's something I'm not getting : why shouldn't users be given the option to build their puzzle the way they like it, even if it does look a little weird?
Imagine you're Pablo Picasso and you started your first painting, but once you finished it, the canvas just started showing an error message saying that there was a design error and deleted whatever paint job caused the error. Massive anti-feature.
When I implemented the leak check, I did think about this. BEE isn't actually doing the check - the message only appears if the compile fails, and then it attempts to display the leak info VBSP produced. Sorry about the "already loading" part, that's misleading. When an error is detected, what it does is substitute the entire map with a hardcoded minimal one. That just has the player spawn in a box, and some VScript which immediately triggers the webpage to open.
So unfortunately I can't add a checkbox that bypasses the leak check, the map has already failed by that point. It's possible with other errors, but the result would be rather nonsensical. For example what should I do if you connect an Unstationary Scaffold to a Light Bridge? Or place a Glass Hole just on a wall?
It's probably some old incompatible mod I tried to install alongside the program. It's been probably conflicting with some of the files. Anyway, thanks for the explanation! I didn't think of validating the installation through Steam at the time, so after doing that I'll re-export.