load cloned world with doLoad() instead of addWorld() (fixes #2378)#2379
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nicegamer7
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Oct 1, 2020
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Thanks for the PR! Overall seems good. I just requested some style changes, nothing big.
nicegamer7
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Oct 1, 2020
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Thanks a lot for the review. I addressed your comments. |
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Not sure whether force-pushing was a good idea here. Github seems to be a bit confused now. Sorry. Hope that works for you. |
nicegamer7
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Oct 1, 2020
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Force pushing is fine. |
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Also just a note, usually it's good to create a new branch when making a PR instead of using master. |
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You are right. Would have been way cleaner. Though, I created my fork only to create this PR. |
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Hm, the travis build stopped while downloading something. Is there a way to re-trigger the build? |
benwoo1110
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Oct 3, 2020
nicegamer7
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Oct 3, 2020
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I figured out how to trigger a restart 👍. |
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Awesome. Thank you for this! |
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This pull request fixes #2378
We actually can skip all the
WorldCreatorsetup done byaddWorld()as the cloned world is ready and just needs to be loaded. Just usingdoLoad()enables us to cleanly apply the copied properties, which is the intention of this patch.