679b - V1 script has a 'do_mutate' step that 'works'

Case number:845813-994579
Topic:Game: Tools
Opened by:CharlieFortsCon...
Status:Open
Type:Bug
Opened on:Sunday, February 24, 2013 - 18:18
Last modified:Sunday, February 24, 2013 - 21:46

Evening all

I crossed over from 676 to 679b, and was running a V1 script. I forgot to change a line from do_mutate to do_shake, but the do_mutate seems to be 'working' in 679b. Not that it's mutating chains, just performing the shake component of mutate. I'll add, the mutate button in actions, is not available in 679b. It may just be a V1 script artefact. I've posted a recipe in public, CFC 679b tester, so you can see what I mean.
I only caught it, watching the Undo graph, realising that what I thought was 'shake' was a different colour blue.
CFC

(Sun, 02/24/2013 - 18:18  |  3 comments)


bertro's picture
User offline. Last seen 2 weeks 4 days ago. Offline
Joined: 05/02/2011
Groups: Beta Folders

For info, a V2 script containing a line like this:

structure.MutateSidechainsAll(3)

will also run as a shake if no mutables are around.

bertro's picture
User offline. Last seen 2 weeks 4 days ago. Offline
Joined: 05/02/2011
Groups: Beta Folders

So probably not a bug.

Joined: 06/24/2008
Groups: Void Crushers

just to add using CFC 679b tester on a MAC also has the same reaction.

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