Can you file an issue together with the repro?
I’ve pushed a fix to the beta, and it’s currently building. Should be done within the hour.
Released a fix for the drag & drop issue.
Specifiying legacy Box2D in an app manifest causes builds/bundles to not link (targeting various platforms on an Apple Silicon Mac). It could be because selecting ‘Box2D (Legacy Defold Verison)’ in the Physics 2D dropdown of the manifest editor clears any value in the Physics dropdown.
Truncated log
Undefined symbols for architecture arm64:
"_b2Atan2", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::GetWorldRotation2D(dmPhysics::Context2D*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_ApplyForce", referenced from:
dmPhysics::ApplyForce2D(dmPhysics::Context2D*, void*, Vectormath::Aos::Vector3 const&, Vectormath::Aos::Point3 const&) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_ApplyMassFromShapes", referenced from:
dmPhysics::UpdateMass2D(dmPhysics::World2D*, void*, float) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_Disable", referenced from:
dmPhysics::SetEnabled2D(dmPhysics::World2D*, void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_Enable", referenced from:
dmPhysics::SetLinearVelocity2D(dmPhysics::Context2D*, void*, Vectormath::Aos::Vector3 const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetAngularVelocity2D(dmPhysics::Context2D*, void*, Vectormath::Aos::Vector3 const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetEnabled2D(dmPhysics::World2D*, void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::ReplaceShape2D(dmPhysics::Context2D*, void*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_EnableSleep", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetAngularDamping", referenced from:
dmPhysics::GetAngularDamping2D(void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetAngularVelocity", referenced from:
dmPhysics::GetAngularVelocity2D(dmPhysics::Context2D*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetContactCapacity", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetContactData", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetLinearDamping", referenced from:
dmPhysics::GetLinearDamping2D(void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetLinearVelocity", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::GetLinearVelocity2D(dmPhysics::Context2D*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetMass", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::GetMass2D(void*) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::ReplaceShape2D(dmPhysics::Context2D*, void*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetPosition", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::GetWorldPosition2D(dmPhysics::Context2D*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetRotation", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::GetWorldRotation2D(dmPhysics::Context2D*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetTotalForce", referenced from:
dmPhysics::GetTotalForce2D(dmPhysics::Context2D*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetType", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::UpdateMass2D(dmPhysics::World2D*, void*, float) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_GetUserData", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::UpdateScale(dmPhysics::World2D*, dmPhysics::Body*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::GetCollisionObjectUserData2D(void*) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetEnabled2D(dmPhysics::World2D*, void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
...
"_b2Body_IsAwake", referenced from:
dmPhysics::IsSleeping2D(void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_IsBullet", referenced from:
dmPhysics::IsBullet2D(void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_IsEnabled", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetLinearVelocity2D(dmPhysics::Context2D*, void*, Vectormath::Aos::Vector3 const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetAngularVelocity2D(dmPhysics::Context2D*, void*, Vectormath::Aos::Vector3 const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::IsEnabled2D(void*) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetEnabled2D(dmPhysics::World2D*, void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
...
"_b2Body_SetAngularDamping", referenced from:
dmPhysics::SetAngularDamping2D(void*, float) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_SetAngularVelocity", referenced from:
dmPhysics::SetAngularVelocity2D(dmPhysics::Context2D*, void*, Vectormath::Aos::Vector3 const&) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_SetAwake", referenced from:
dmPhysics::FlipBody(dmPhysics::World2D*, void*, float, float) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::UpdateScale(dmPhysics::World2D*, dmPhysics::Body*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetEnabled2D(dmPhysics::World2D*, void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetEnabled2D(dmPhysics::World2D*, void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::Wakeup2D(void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_SetBullet", referenced from:
dmPhysics::SetBullet2D(void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_SetFixedRotation", referenced from:
dmPhysics::SetLockedRotation2D(void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_SetLinearDamping", referenced from:
dmPhysics::SetLinearDamping2D(void*, float) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_SetLinearVelocity", referenced from:
dmPhysics::SetLinearVelocity2D(dmPhysics::Context2D*, void*, Vectormath::Aos::Vector3 const&) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_SetTransform", referenced from:
dmPhysics::StepWorld2D(dmPhysics::World2D*, dmPhysics::StepWorldContext const&) in libphysics.a[7](box2d_physics.cpp.1.o)
dmPhysics::SetEnabled2D(dmPhysics::World2D*, void*, bool) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2Body_SetUserData", referenced from:
dmPhysics::SetCollisionObjectUserData2D(void*, void*) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2ComputeCircleMass", referenced from:
dmPhysics::UpdateMass2D(dmPhysics::World2D*, void*, float) in libphysics.a[7](box2d_physics.cpp.1.o)
"_b2ComputeCosSin", referenced from
There seems to be a bug with dynamically loaded textures. Sometimes they are not getting loaded. I was able to reliably have it on HTML5 with a proxy collection that has an inner collection that has a sprite but it also can happen on desktops and with collection factories that have “Load Dynamically” checked.
Video of the issue. There should be a blue background visible but it’s not.
Interestingly it becomes visible if you don’t use an inner collection
And here is the test project
ProxyTexBug.zip (644.8 KB)
And seems like it’s an older issue, not only related to 1.9.9 but I’ve seen there has been some work done on texture loading recently, maybe connected somehow.
How did you make this example? Were these objects added in the editor or by your “exporter” that produces files?
I see that the game object bg
has:
rotation {
w: 0.0
}
Which is an invalid quaternion (0.0, 0.0, 0.0, 0.0).
If this GameObject was created in the editor, please provide steps to reproduce such a situation so we can fix it (the editor should never produce invalid files).
If it was created by some kind of exporter from another format, please make sure it produces a valid quaternion (in this case, the w
component should be 1.0, or no rotation
section at all).
These issues should be addressed now in latest beta. It’s currently building, it will be available in ~1 hour or so.
Love these updates, keep it up Defold Team!
I found an issue with the Beta: defold-input’s cursor no longer works. Here is a repro:
cursor-repro.zip (713.8 KB)
On 1.9.8, hovering a “Hover me” label is recognized. In Beta (and in latest dev) it is not.
Thanks for putting together a repro, I wasn’t able to narrow down the problem but this is what motivated trying to switch to the legacy Box2D which has separate problems.
I’ve checked repro on Editor SHA1: 15dae864307f9d06ec91eac7019b2b4a5f1d35ff
and getting a project crash after ctrl+B for the first attempt:
ERROR:CRASH: CALL STACK:
ERROR:CRASH: 0 0x7FF7FC5FA970 dmGameSystem::SetRenderConstant D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_private.cpp:504
ERROR:CRASH: 1 0x7FF7FC659BE0 dmGameSystem::RenderBatchLocalVSUninstanced D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:1465
ERROR:CRASH: 2 0x7FF7FC658880 dmGameSystem::RenderBatch D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:1762
ERROR:CRASH: 3 0x7FF7FC65B710 dmGameSystem::RenderListDispatch D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:2008
ERROR:CRASH: 4 0x7FF7FC7460D0 dmRender::DrawRenderList D:\a\defold\defold\engine\render\src\render\render.cpp:971
ERROR:CRASH: 5 0x7FF7FC7687B0 dmRender::ParseCommands D:\a\defold\defold\engine\render\src\render\render_command.cpp:183
ERROR:CRASH: 6 0x7FF7FC753E50 dmRender::UpdateRenderScriptInstance D:\a\defold\defold\engine\render\src\render\render_script.cpp:3570
ERROR:CRASH: 7 0x7FF7FC55AC80 dmEngine::StepFrame D:\a\defold\defold\engine\engine\src\engine.cpp:1920
ERROR:CRASH: 8 0x7FF7FC55BC90 dmEngineUpdate D:\a\defold\defold\engine\engine\src\engine.cpp:2447
ERROR:CRASH: 9 0x7FF7FC55BED0 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:83
ERROR:CRASH: 10 0x7FF7FC552FC0 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH: 11 0x7FF7FC9B8304 __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH: 12 0x7FFF154B7360 BaseThreadInitThunk <unknown>:0
ERROR:CRASH: 13 0x7FFF1707CC70 RtlUserThreadStart <unknown>:0
ERROR:CRASH:
after it I removed a “build” folder and rebuild project again. It runs, but crash after I close the project window with following log:
ERROR:CRASH: CALL STACK:
ERROR:CRASH: 0 0x7FF7FC949150 dmCrash::GenerateCallstack D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:144
ERROR:CRASH: 1 0x7FF7FCA42D14 _seh_filter_exe minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp:219
ERROR:CRASH: 2 0x7FF7FCAA4984 `__scrt_common_main_seh'::`1'::filt$0 D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:304
ERROR:CRASH: 3 0x7FF7FC9C3EEC __C_specific_handler D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\riscchandler.cpp:389
ERROR:CRASH: 4 0x7FFF170D27A0 __chkstk <unknown>:0
ERROR:CRASH: 5 0x7FFF170820D0 RtlRaiseException <unknown>:0
ERROR:CRASH: 6 0x7FFF170D13A0 KiUserExceptionDispatcher <unknown>:0
ERROR:CRASH: 7 0x7FF7FC5F9780 dmGameSystem::DestroyRenderConstants D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_private.cpp:323
ERROR:CRASH: 8 0x7FF7FC653720 dmGameSystem::CompModelDeleteWorld D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:281
ERROR:CRASH: 9 0x7FF7FC5732C0 dmGameObject::DeallocCollection D:\a\defold\defold\engine\gameobject\src\gameobject\gameobject.cpp:412
ERROR:CRASH: 10 0x7FF7FC5738E0 dmGameObject::DeleteCollection D:\a\defold\defold\engine\gameobject\src\gameobject\gameobject.cpp:563
ERROR:CRASH: 11 0x7FF7FC57B300 dmGameObject::PostUpdate D:\a\defold\defold\engine\gameobject\src\gameobject\gameobject.cpp:2858
ERROR:CRASH: 12 0x7FF7FC554300 dmEngine::Delete D:\a\defold\defold\engine\engine\src\engine.cpp:349
ERROR:CRASH: 13 0x7FF7FC55BED0 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:94
ERROR:CRASH: 14 0x7FF7FC552FC0 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH: 15 0x7FF7FC9B8304 __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH: 16 0x7FFF154B7360 BaseThreadInitThunk <unknown>:0
ERROR:CRASH: 17 0x7FFF1707CC70 RtlUserThreadStart <unknown>:0
ERROR:CRASH:
INFO:CRASH: Successfully wrote Crashdump to file: C:\Users\isunt\AppData\Roaming\Defold/_crash
ERROR:CRASH: CALL STACK:
ERROR:CRASH: 0 0x7FF7FC5F9780 dmGameSystem::DestroyRenderConstants D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_private.cpp:323
ERROR:CRASH: 1 0x7FF7FC653720 dmGameSystem::CompModelDeleteWorld D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:281
ERROR:CRASH: 2 0x7FF7FC5732C0 dmGameObject::DeallocCollection D:\a\defold\defold\engine\gameobject\src\gameobject\gameobject.cpp:412
ERROR:CRASH: 3 0x7FF7FC5738E0 dmGameObject::DeleteCollection D:\a\defold\defold\engine\gameobject\src\gameobject\gameobject.cpp:563
ERROR:CRASH: 4 0x7FF7FC57B300 dmGameObject::PostUpdate D:\a\defold\defold\engine\gameobject\src\gameobject\gameobject.cpp:2858
ERROR:CRASH: 5 0x7FF7FC554300 dmEngine::Delete D:\a\defold\defold\engine\engine\src\engine.cpp:349
ERROR:CRASH: 6 0x7FF7FC55BED0 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:94
ERROR:CRASH: 7 0x7FF7FC552FC0 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH: 8 0x7FF7FC9B8304 __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH: 9 0x7FFF154B7360 BaseThreadInitThunk <unknown>:0
ERROR:CRASH: 10 0x7FFF1707CC70 RtlUserThreadStart <unknown>:0
ERROR:CRASH:
Another example. Here, if I add three models to the scene at once, I get an instant crash with a log:
ERROR:CRASH: CALL STACK:
ERROR:CRASH: 0 0x7FF7FC949150 dmCrash::GenerateCallstack D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:144
ERROR:CRASH: 1 0x7FF7FCA42D14 _seh_filter_exe minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp:219
ERROR:CRASH: 2 0x7FF7FCAA4984 `__scrt_common_main_seh'::`1'::filt$0 D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:304
ERROR:CRASH: 3 0x7FF7FC9C3EEC __C_specific_handler D:\a\_work\1\s\src\vctools\crt\vcruntime\src\eh\riscchandler.cpp:389
ERROR:CRASH: 4 0x7FFF170D27A0 __chkstk <unknown>:0
ERROR:CRASH: 5 0x7FFF170820D0 RtlRaiseException <unknown>:0
ERROR:CRASH: 6 0x7FFF170D13A0 KiUserExceptionDispatcher <unknown>:0
ERROR:CRASH: 7 0x7FF7FC5F9CC0 dmGameSystem::FindRenderConstant D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_private.cpp:348
ERROR:CRASH: 8 0x7FF7FC5FA970 dmGameSystem::SetRenderConstant D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_private.cpp:504
ERROR:CRASH: 9 0x7FF7FC659BE0 dmGameSystem::RenderBatchLocalVSUninstanced D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:1465
ERROR:CRASH: 10 0x7FF7FC658880 dmGameSystem::RenderBatch D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:1762
ERROR:CRASH: 11 0x7FF7FC65B710 dmGameSystem::RenderListDispatch D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:2008
ERROR:CRASH: 12 0x7FF7FC7460D0 dmRender::DrawRenderList D:\a\defold\defold\engine\render\src\render\render.cpp:971
ERROR:CRASH: 13 0x7FF7FC7687B0 dmRender::ParseCommands D:\a\defold\defold\engine\render\src\render\render_command.cpp:183
ERROR:CRASH: 14 0x7FF7FC753E50 dmRender::UpdateRenderScriptInstance D:\a\defold\defold\engine\render\src\render\render_script.cpp:3570
ERROR:CRASH: 15 0x7FF7FC55AC80 dmEngine::StepFrame D:\a\defold\defold\engine\engine\src\engine.cpp:1920
ERROR:CRASH: 16 0x7FF7FC55BC90 dmEngineUpdate D:\a\defold\defold\engine\engine\src\engine.cpp:2447
ERROR:CRASH: 17 0x7FF7FC55BED0 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:83
ERROR:CRASH: 18 0x7FF7FC552FC0 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH: 19 0x7FF7FC9B8304 __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH: 20 0x7FFF154B7360 BaseThreadInitThunk <unknown>:0
ERROR:CRASH: 21 0x7FFF1707CC70 RtlUserThreadStart <unknown>:0
ERROR:CRASH:
INFO:CRASH: Successfully wrote Crashdump to file: C:\Users\isunt\AppData\Roaming\Defold/_crash
ERROR:CRASH: CALL STACK:
ERROR:CRASH: 0 0x7FF7FC5F9CC0 dmGameSystem::FindRenderConstant D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_private.cpp:348
ERROR:CRASH: 1 0x7FF7FC5FA970 dmGameSystem::SetRenderConstant D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_private.cpp:504
ERROR:CRASH: 2 0x7FF7FC659BE0 dmGameSystem::RenderBatchLocalVSUninstanced D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:1465
ERROR:CRASH: 3 0x7FF7FC658880 dmGameSystem::RenderBatch D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:1762
ERROR:CRASH: 4 0x7FF7FC65B710 dmGameSystem::RenderListDispatch D:\a\defold\defold\engine\gamesys\src\gamesys\components\comp_model.cpp:2008
ERROR:CRASH: 5 0x7FF7FC7460D0 dmRender::DrawRenderList D:\a\defold\defold\engine\render\src\render\render.cpp:971
ERROR:CRASH: 6 0x7FF7FC7687B0 dmRender::ParseCommands D:\a\defold\defold\engine\render\src\render\render_command.cpp:183
ERROR:CRASH: 7 0x7FF7FC753E50 dmRender::UpdateRenderScriptInstance D:\a\defold\defold\engine\render\src\render\render_script.cpp:3570
ERROR:CRASH: 8 0x7FF7FC55AC80 dmEngine::StepFrame D:\a\defold\defold\engine\engine\src\engine.cpp:1920
ERROR:CRASH: 9 0x7FF7FC55BC90 dmEngineUpdate D:\a\defold\defold\engine\engine\src\engine.cpp:2447
ERROR:CRASH: 10 0x7FF7FC55BED0 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:83
ERROR:CRASH: 11 0x7FF7FC552FC0 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:152
ERROR:CRASH: 12 0x7FF7FC9B8304 __scrt_common_main_seh D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
ERROR:CRASH: 13 0x7FFF154B7360 BaseThreadInitThunk <unknown>:0
ERROR:CRASH: 14 0x7FFF1707CC70 RtlUserThreadStart <unknown>:0
ERROR:CRASH:
INFO:CRASH: Successfully wrote MiniDump to file: C:\Users\isunt\AppData\Roaming\Defold/_crash.dmp
But with one model the project starts and crashes only on closing as an example post above with the same log.
I think it’s because you are on windows, memory isnt cleared automatically so I need to do that explicitly. It works as expected on osx. I’ll try on my windows machine when I have the chance
Pushed a fix for this just now. It’ll be available in an hour or so
Trigger-type collision objects are not working; no messages (collision_response, trigger_response) are received at all.
TriggerTest.zip (79.4 KB)
Wow, thank you for noticing that! How bizarre. Yeah, you are right, it was probably generated by a self made exported.
Everything seems to be working, no more crashes. Also checked out the HTML5 version, it runs, and apart from PC Chrome, it works on iOS at least. Yay!
upd. mobile Android Chrome works too!
Thanks for testing! You managed to find a bunch of issues, much appreciated!
We’ve merged two additional changes into the 1.9.9 beta. One is a fix for a regression that broke multi-editing of Gui node properties, and the other is an experimental way for really large projects to exclude parts of the project from loading in the editor. The latter feature is likely not of general interest to most of our users, but we wanted to get it into 1.9.9 so those that need it can start to experiment with it.