FIX: don't blank the editor tree on a corrupt sequence; flag it instead - #1968
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TimothyLuke merged 1 commit intoJul 13, 2026
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Fixes TimothyLuke#1967 - ManageTree wraps each sequence's node build in a pcall so one corrupt record can't blank the whole tree (was: ipairs(nil) on a record missing Versions). - Structurally-broken Library seqs are flagged (red + alert icon) with a Delete-only right-click menu; clicking one surfaces a message instead of decoding the broken data and crashing. - Decode-broken seqs (GSE.CorruptSequences) also render in the tree so a dismissed corrupt-sequence popup still leaves them findable/deletable; ProcessCorruptSequences no longer drains that list, and both delete paths prune it (new GSE.ForgetCorruptSequence). - Only flag records that are actually in the Library and broken, so a comma-in-name seq (comma-joined tree key) isn't false-flagged. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Fixes #1967.
A structurally-corrupt sequence in
GSE.Library(MetaData present, no validVersions) madeManageTreethrowipairs(nil), blanking the whole sequence tree — the user couldn't see or delete anything.ManageTreenow builds each node in apcall; one bad record can't blank the tree.GSE.CorruptSequences) also render in the tree so a dismissed corrupt popup still leaves them findable;ProcessCorruptSequencesno longer drains the list, and delete prunes it.Files:
GSE_GUI/Editor_Tree.lua,GSE_Utils/Utils.lua,GSE/API/Storage.lua. luac -p clean; verified in-game (blank-tree gone, flag shows, Delete works, safe click).