2026-04-11T07:08:43 Was a bit of a doozy to figure this out but i been trying to look into helping out here. Really i think a huge main pain point is how easy it is to make nodes with the right click but you have to click a node then somehow know to right click the box below to remove nodes with no clear information about it. I added click node delete and information regarding it and directing user to box below for the other tools. Honestly 2026-04-11T07:08:43 i think "edges" is kinda too technical of a term and most people will not understand what that means even if correct. Maybe using terminology like "links" or "connections" would be better for users. Any thoughts or ideas to make the controls less crazy? 2026-04-11T07:08:44 https://cdn.discordapp.com/attachments/528647692088246302/1492421119540727969/Screenshot_20260411_005923.png?ex=69db44fa&is=69d9f37a&hm=168f4b31b358207849b3148e653e6321ea6c52e0246d5b683fe275793cdc26a9& 2026-04-11T07:13:46 also i didn't know you guys hacked on some pathgrid not too long ago so my comment before was kinda unnecessary my bad on that. It's far more usable then it was before. 2026-04-11T07:20:22 maybe we could just remove the below 2 functions from selction box and have some hotkey for the removing edges from selected nodes i think its kinda unecessary if you can just use delete to have the remove selected nodes option. 2026-04-11T07:24:00 The selection mode context menu for this should go 2026-04-11T07:24:46 the edit mode tooltip also doesn't seem to explain the ctrl left+click to select multiple nodes 2026-04-11T07:25:03 check TESCS for reference? 2026-04-11T07:25:40 i think i will good call on that 2026-04-11T07:32:41 We'll probably be fine by naively copying the controls and terms from there This notes a few things to keep in mind https://wiki.project-tamriel.com/wiki/Path_Grids_Explained It would be nice if Path Grid Basics could be vaguely applicable barring the generation parts 2026-04-11T07:32:55 That said, it doesn't seem like it has a lot of terms for this... 2026-04-11T07:41:27 Maybe something like a version of viewcell but if launched from pathgrids table then it is defaulted into pathgrid edit mode as as start? If it's not too crazy... and try copy CSSE controls as much as possible basically? Or do you mean something else? 2026-04-11T07:41:27 https://cdn.discordapp.com/attachments/528647692088246302/1492429358261075978/Screenshot_20260411_013825.png?ex=69db4ca7&is=69d9fb27&hm=95bdfded4bda04c7dca8e6d16e82a96d490638aa5005c4947fbcd9253fca4a2a& 2026-04-11T07:42:33 the additional save special for pathgrid i think we shouldnt emulate. Ive forgotten to do it like 100 times and its kinda annoying. 2026-04-11T07:45:49 That's more of QoL but I meant the rules 2026-04-11T07:46:35 Opening the cell from that table wouldn't be unreasonable, raw pathgrid access is seldom useful 2026-04-11T07:46:49 I'd say that another "generation part" 2026-04-11T07:47:37 oh, you mean the other thing 2026-04-11T07:47:47 ok, well, obviously no need to emulate the bits that don't make sense 2026-04-11T07:48:53 it's more of "break the pathgrid instantly" button 2026-04-11T07:51:17 yeah maybe we should just ditch it then and make it function like that. I did want to look at it too see if it's fixable but it didn't seem straightforward from briefly looking at it. 2026-04-11T07:52:10 Disable the action :todd: 2026-04-11T07:53:31 ill see if i cant not make it blowup first and then maybe try that approach 2026-04-11T07:53:40 I mean I could think of some use cases for raw record editing ASSUMING IT ACTUALLY WORKED but I'm not sure it's necessary for CS parity? 2026-04-11T07:55:38 yeah they use tes3cmd for that anyway but i mean it seems like a pretty reasonable feature to support eventually maybe... idk because we can just make esp patches anyway so its more of like a would be nice if you were supporting vanilla thing but isn't as helpful in our community. 2026-04-11T08:00:19 https://cdn.discordapp.com/attachments/528647692088246302/1492434107076968558/e70bfcb6e93a503e.png?ex=69db5113&is=69d9ff93&hm=2d52576d41471159285f6b1027b91716f917fee82bef5bcb9e01201ba06a3da8& 2026-04-11T08:00:27 https://tenor.com/view/heavybreathing-cat-gif-6111353 2026-04-11T08:01:02 So the pathgrid nested table is from one of those "Implement half the editor" PRs. Of course. Of course it is. 2026-04-11T08:02:03 5k lines merged in less than 2 weeks 2026-04-11T08:02:21 good times 2026-04-11T08:06:10 Yikes sounds like pain. That's okay. Surely it can't be worse then the last one. :todd: 2026-04-11T08:19:58 have you tried out the timer PR yet? 2026-04-11T08:21:37 I can try it out if you want me too sure. I couldn't crash before though so I don't really know what to look for exactly. Just make certain I also don't crash still? 2026-04-11T08:21:44 Saving crah 2026-04-11T08:21:58 okay yeah i can test it as well 2026-04-11T08:27:18 branch name goes hard 2026-04-11T09:22:41 Seems like by itself i cant produce crashes. At least an hour in. I used to crash really fast too so appears to be doing todds work here. 2026-04-11T09:22:56 nice 2026-04-11T09:24:01 i did try search verify and merge briefly but not as long. seemed fine too if that matters at all. 2026-04-11T09:24:48 its sure slow though 😄 2026-04-11T09:24:55 yeah... 2026-04-11T09:25:32 good job im proud of you. 2026-04-11T09:25:34 thank you for motivating me and pointing me in the right direction, i used to stare at the crash logs like a deer 2026-04-11T09:25:52 yeah that like the last thing we could possibly try 2026-04-11T09:25:54 imo 2026-04-11T09:29:54 im also glad we didn't give up on the multithreading even though it seemed a lot easier. In the end I think we got something really nice in for the release. 2026-04-11T09:30:34 I'm still not sure what changed in Qt that this timer became problematic 2026-04-11T09:30:43 a mystery for ages 2026-04-11T09:34:00 especially given that Windows is seemingly unaffected (???) 2026-04-11T09:36:00 Yeah I was trying to lazer in specifically on qt6 related things but it was not really coming together like that. I know QT6 was pickier about at least deleting QTimers from the thread it wasn't called from and tools was deleting from main without regard for safety but it didn't really say anything other then that and I was pretty certain we solved that... but maybe I overlooked something. 2026-04-11T09:37:13 Sometimes its just easier to not deal with it too lol :todd: 2026-04-11T09:38:06 Does open-cs use system qt? Could our version differences be related someway? 2026-04-11T09:38:35 <.gonzo.> I have crashed before, but very, very rarely 2026-04-11T09:40:06 The generic package uses the packaged Qt 2026-04-11T09:43:53 It's using 6.8.2 while my system Qt is 6.8.3 so it's rather close 2026-04-11T09:44:49 im on ╰─ pacman -Qs qt6-base local/qt6-base 6.10.2-1 (qt6) maybe i should have tried to build against that version instead. 2026-04-11T09:45:27 I'm stuck at EOL Fedora because my RAM appears to be dying (???) in a way that it fucks up IO and updating might be a bad idea while replacing it is not cheap 2026-04-11T09:45:35 :sadcat: 2026-04-11T09:45:59 it has been dying for almost two years though 2026-04-11T09:46:06 so I guess it's not too bad 2026-04-11T09:46:37 Yeah that's kinda scary :{ 2026-04-11T09:55:19 I don't really feel like trolling QTs jira to try find exactly the differences but this seems maybe related. 3. Event loop / threading edge cases Some subtle fixes: Timers firing during object destruction / thread shutdown Better guarantees when moving QObject with active timers between threads If you had weird race conditions in 6.8, they might “mysteriously” disappear later. 2026-04-11T09:55:41 why is qt's bugtracker so sucky 2026-04-11T09:55:50 it used to be usable 2026-04-11T09:56:00 lol yeah 2026-04-11T10:36:47 also tbf people on windows are probably using todd-cs. 2026-04-11T10:45:00 anyway it would be rather annoying if the testing differences was this. I think it's best to avoid such things and move on and not worry about it for now. 2026-04-11T10:45:00 https://cdn.discordapp.com/attachments/528647692088246302/1492475546175541268/ladybug.jpeg?ex=69db77ab&is=69da262b&hm=af288058297e42151c7a21c24f1f9abcf0b13a4395712b25e68fc1caa2d44d9a& 2026-04-11T23:25:22 <.bzzzt.> Hey have you ever encountered a model showing up in the CS but not in-game? i checked and triple checked, overwrote the omwaddon, looked at my filepaths etc. Not sure about this one??