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authorKae <80987908+Novaenia@users.noreply.github.com>2024-03-09 12:18:22 +1100
committerKae <80987908+Novaenia@users.noreply.github.com>2024-03-09 12:18:22 +1100
commitdc7706184094e653dbb46310195e88604c007854 (patch)
tree38081a61390521c2778dff44b757ea7a66a84d14 /source/base/StarAssets.cpp
parent165bcbefee1c6c0f73553190ecffadcfdf40f16d (diff)
hopefully fix #33
in OpenStarbound, players can place blocks with their own collision type. this can cause objects to override the collision type if the object has material spaces and a previous attempt at accounting for this led to that bug: giving object collision its own field in the server tile should fix this
Diffstat (limited to 'source/base/StarAssets.cpp')
-rw-r--r--source/base/StarAssets.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/base/StarAssets.cpp b/source/base/StarAssets.cpp
index 5628e4f..de7bc51 100644
--- a/source/base/StarAssets.cpp
+++ b/source/base/StarAssets.cpp
@@ -681,7 +681,7 @@ ByteArray Assets::read(String const& path) const {
Json Assets::checkPatchArray(String const& path, AssetSourcePtr const& source, Json const result, JsonArray const patchData, Maybe<Json> const external) const {
auto externalRef = external.value();
auto newResult = result;
- for (auto const patch : patchData) {
+ for (auto const& patch : patchData) {
switch(patch.type()) {
case Json::Type::Array: // if the patch is an array, go down recursively until we get objects
try {