I did some testing between all the different time measurement you can use in defold, and I found something of a “bug”.
When using
(Sorry for breaking the 666 bugs in defold)
I did some testing between all the different time measurement you can use in defold, and I found something of a “bug”.
(Sorry for breaking the 666 bugs in defold)
Hi @Vincent, what platform are you running on?
Windows 10
How is “exact time” measured in your example? Could you share the project with me if possible?
johan.beck-noren[at]king.com.
It is by using socket.gettime, but not adding the difference every frame. I have shared it with you, but every time I synchronize I get this error
So I don’t know if it is the right version I have shared ¯_(ツ)_/¯
The sync issue should be solved now/soon (see Gui node anchoring for more details)
A fix for this is in the beta release of 1.2.126. If you want you can try it out here: http://d.defold.com/beta/
In any case the fix will be in the stable release of 1.2.126 some time early next week.
Awesome! Is there a beta version of bob.jar I can use? We’re supposed to send our game to some publishers today and my build scripts require bob.jar. It’d be awesome if I could include the fix in this build.
Just grab the sha1 from http://d.defold.com/beta/info.json and use that to build the proper URL to any of the release artefacts listed here: http://d.defold.com/stable/
and good luck with publishers! Be sure to share how it goes. We care for you =]
Released!
Works great!