extension-imgui no longer builds (on Mac M1). Probably related to the GLFW change? Errors include:
/imgui/src/extension_imgui.cpp
Line 35: unknown type name 'GLuint'; did you mean 'uint'?
GLuint tid;
^~~~~~
uint
extension-imgui no longer builds (on Mac M1). Probably related to the GLFW change? Errors include:
/imgui/src/extension_imgui.cpp
Line 35: unknown type name 'GLuint'; did you mean 'uint'?
GLuint tid;
^~~~~~
uint
Seems like the code doesnāt include the gl headers, yes.
Please report this in the extension repo!
Iām looking into it!
Solved. The extension is now setting up OpenGL the same way on Win, Linux and macOS and it seems to be working both in 1.6.3 and 1.6.4-beta
Should this one be marked as a breaking change? The default is now to return nil whereas previously it returned the userdata json.null
I believe that we accidentally broke it last time we updated it, and now we went back to the earlier behavior. @britzl can you confirm?
Correct. The old behaviour for json.decode() was to use Lua nil when a JSON null was encountered. With the update to our JSON parser we accidentally changed this behaviour so that json.decode() used a json.null userdata instead. In this release we reverted back to the old behaviour.
Iām possibly confused about timeframes then. Was the JSON parser accidentally broken during the development of 1.6.4 and then fixed again?
I specifically had to make a change to code that was written against Defold 1.4.7, and working fine with 1.6.3, but broke with 1.6.4
I get this error when close game.
ERROR:RESOURCE: Leaked resources:
ERROR:RESOURCE: Resource: /runtime_buffer_water_1.bufferc ref count: 2
ERROR:RESOURCE: Resource: /def-mesh/buffers/buffer1.bufferc ref count: 1
This buffers that i create in runtime.
mesh.buffer_res = resource.create_buffer("/def-mesh/buffers/buffer" .. RES_BUFFER_IDX .. ".bufferc", { buffer = buf,
transfer_ownership = true })
In 1.6.3 no errors.
You add errors? or it not leaked in 1.6.3?
I need to free resources that i created in runtime?
Hm, that shouldnāt happen no. We fixed an edge case issue with buffers in this release, but it shouldnāt have this side-effect. Would you be able to send me a snapshot of the project, or a small repro? Iāll take a look
i canāt make small repro(a lot of job in week) But i can add you at my current project where it reproduced.
I add you to github repository:https://github.com/d954mas/game-blocky-fighting
Create buffer for water:
https://github.com/d954mas/game-blocky-fighting/blob/47bb479202ac80373b3054b06af71487d3a1151f/libs_project/buffers.lua#L30
Create buffer for mesh_binary:
https://github.com/d954mas/game-blocky-fighting/blob/47bb479202ac80373b3054b06af71487d3a1151f/def-mesh/reader.lua#L86
This error show when i close game
Perfect, thank you!
Just to be sure: Isnāt this something that the engine should take care of?
Something seems to be broken in sprite flip using sprite.set_hflip function for sprites with sprite trim mode
4 vertices enabled in atlas.
The sprite is not flipped
The sprite is flipped (sprite.set_hflip("#sprite", true):
If sprite trim mode turn off then flip function works coorect.
Previosly tested in version 1.6.2 at it worked correctly in all cases.
Thanks!
Iāll have a look this week!
It became impossible/difficult to select a model by clicking in the editor. Probably something with boundbox detection. On the video within one object, but the same thing happens on a collection scene with a lot of objects. At the same time clicking into objects with sprites works as before.
1.6.4.
1.6.2.
UPD:
How it works with scene collection in 1.6.2 (I can select a game object with models by click over them):
In 1.6.4 I canāt select a game object with models by click over them, but can select the game object with sprite inside them only:
Thanks! Iāve pushed a fix for this to dev Itāll take a bit for it to be available
@jhonny.goransson
Do you look on it?
I can try to make small repro case in weekends if you need it.