Defold 1.3.4 BETA

I can repro this, and I’m looking into it now!

2 Likes

I have a fix coming up, awaiting review.

1 Like

Fast as always! Thank you, @Mathias_Westerdahl! :smiling_face_with_three_hearts: So is it something regarding GUI, I guess?

Yes, the gui nodes with alpha 0 doesn’t count anymore when rendering, meaning we can produce longer render batches.

7 Likes

Thanks, that fixes it for us.

1 Like

Thank you so much for the fix @Mathias_Westerdahl, my project is working now! Moreover, the Draw Calls were again reduced a bit thanks to #6706!

What is sad is that the in game profiler now really behaves strangely - while old one were constantly changing over time, this one can hang and show the same data all the time - is it intended? (the web profiler works smoothly though)

Another thing is that, when this UI profiler is enabled, when I regain the screen focus, somehow ~one frame must be lost, because there is a problem with collision detection at this very moment. Not something important for production games, but for development I was sometimes using the UI profiler, I can now switch to Web Profiler, but I guess it is worth notifying you about it anyway :wink:

7 Likes

Hi Everyone,

We have crash on iOS. We don’t have clear steps to reproduce.

SIGABRT: 0123456789abcdef > Assertion failed: (key != 0), function rmtHashTable_Insert, file Remotery.c, line 2612.
 > key != 0 > particlefxc > Remotery.c > rmtHashTable_Insert
  File "Remotery.c", line 2612, in rmtHashTable_Insert.cold.1
  File "Remotery.c", line 2612, in rmtHashTable_Insert
  File "Remotery.c", line 2769, in StringTable_Insert
  File "Remotery.c", line 6142, in Remotery_AddToStringTable
  File "Remotery.c", line 6471, in Remotery_ConsumeMessageQueue
...
(7 additional frame(s) were not displayed)

Crash file:
Crash iPad.zip (75.4 KB)

2 Likes

Yes, I’m currently investigating it right now.
I do have a possible fix coming up in the beta release (hopefully within the hour)

7 Likes

Hi Mathias,
Thank you very much for very high speed reaction on problem!

4 Likes

Just to say we’ve had an instance of the Remotery crash too

Which version of the engine? (sha1)
Platform? Is the callstack the same?

iOS, engine build 0b2264430293197c757153d6de40201c65e9bae3

    0  RarePetsDev                        0x0000000100799e30 _ZN7dmCrash7OnCrashEi + 104
    1  libsystem_platform.dylib           0x00000001dbb7fd48 F26B24BD-CA8F-353C-B031-C5DB16FC6715 + 11592
    2  libsystem_pthread.dylib            0x00000001dbb97854 pthread_kill + 208
    3  libsystem_c.dylib                  0x000000018b15b6a4 abort + 124
    4  libsystem_c.dylib                  0x000000018b1af6d8 err + 0
    5  RarePetsDev                        0x00000001007c7114 rmtHashTable_Insert.cold.2 + 0
    6  RarePetsDev                        0x00000001005f7198 rmtHashTable_Insert + 364
    7  RarePetsDev                        0x00000001005f447c Remotery_ThreadMain + 7152
    8  RarePetsDev                        0x00000001005f69d4 StartFunc + 28
    9  libsystem_pthread.dylib            0x00000001dbb8d348 _pthread_start + 116
    10 libsystem_pthread.dylib            0x00000001dbb8b948 thread_start + 8 (edited)
2 Likes

I released another small change that might help.
Can you tell me more about the steps to reproduce?

There aren’t any solid reproduction steps. According to QA, it happened after a gameplay action that would involve a game object being destroyed, and a sprite switching to a different image.
We’ll test the new release.

5 Likes

Hi @AarrrBee and @Anton_Krasnogor !
Have you had any more issues with the Remotery?

(We plan to release this version today)

1 Like

We didn’t test it on Friday as it was late in the day that I made the new build and our QA team was testing other branches, so it’ll be part of today’s testing.

2 Likes

We haven’t seen this problem again after further testing today.

3 Likes