####Bug:
when i stop some project with a shader i get this error:
error: Game frame time exceeded. Skipping frame.
it doent really matter, because this is when closing the project, but i though you should know.
####Bug:
when i stop some project with a shader i get this error:
error: Game frame time exceeded. Skipping frame.
it doent really matter, because this is when closing the project, but i though you should know.
@Simeon, when I take a screenshot and then I hit save, or set icon, it dismisses the popup. What if I wanted to set it as the icon AND save it?
@Simeon, I found myself wanting to do it earlier, because I took a screenshot (intending to save it) and decided to set it as the icon because it was nice, then I was unable to save it.
####Bug (in error management)
i try to use http.request and i get this error:
error: attempt to call a nil value
it doesnt say the line number so i dont know where the error is!
####Bug:
restart() kills codea. I dont know how it was with previous versions.
####Bug:
i get a strange behavior with dependancies:
####Editor bug:
the color() sometimes is recognized as a color, and shown, and sometimes not. Example:
local rectStyleEmpty = {fill=color(0,0,0,0) } --<<<<<<<<<<<<<<<<<<< here GOOD
local w,h,dx,dy = 100,100,20,20
local function firstButton(screen,name,txt)
local b = Button(name,nil,nil,w,h)
b.txt:setStyle(txtStyle)
b.txt:setText(txt)
b.rect:setStyle(rectStyle)
if txt == "empty" then b.rect:setStyle({fill=color(0,0,0,0)}) end --<<<<<<<<<<<<<<<<<<< here BAD
b:addTo(screen)
return b
end
The plain-text editor and access shader lab within editor are great features
However, may I suggest for a better dev/testing workflow:
suppose I am editing a level descriptor with the plain-text editor, I have to bring up the asset picker > browse for the asset (retrieve it if it was already set) > edit the file > close the plain-text editor > run, and so on… Same case for the shader lab.
So, is it possible to have a button to run the viewer within the assets editors and when going back, auto-magicaly return to the last editor/asset currently edited ? And for the dessert, if an asset was already set, bring up the asset picker at the correct location with the asset outlined ?
Pre 2.1 little annoyances
: - Can’t only change the letter case when renaming a tab (have to fill a temp name, save and re-edit for the new name)
: - Block comment button sometimes erase the selected text, often when the text was selected from bottom to top
@Jmv38 thanks for the bug reports. Is the dependency one new? (Do you know if it happened in older versions?)
Thanks for your feedback @toffer. Good point about the asset editing workflow. Will fix the tab case issue and block comment one.
dependency: i dont know if this is new.
#####Editor bug:
this code is all green in my ipad. It should not be?
-- MySite
-- model:
--[[TITLE: xxxxxxxx]]
local function getInnerText(str,before,after)
local a,b,c,d
a,b = string.find(str, before, 1, true)
if b then c,d = string.find(str, after, b+1, true) end
local subStr
if b and c then
subStr = string.sub(str,b+1,c-1)
end
return subStr
end
it is ok if i put a return before the ]]
Anytime I open the in-app browser, when I close it my project gets reloaded (starts over from setup). I’m fairly certain this was not the case previously
####Bug (big):
my blendmode project (http://codea.io/talk/discussion/comment/44704#Comment_44704) now freezes codea. Used to work fine.
####Bug (big):
many programs that compute sprites with setContext() just produce a black square, even with JakAttak patch for WIDTH and HEIGHT. I dont know what is broken.
I’m having issues with setContext not drawing, but I haven’t been able to pin down the exact circumstances when it fails.
Interesting, thank you for the reports. Does it make a difference whether you set the useDepth flag to true or not?
Got it, setContext doesn’t work in the touched function.
function setup()
img = image(100,100)
timg = image(100,100)
frame = 0
touchn = 0
parameter.boolean("inTouch",true,function()
if inTouch then
doredraw = function(i,a,c)
redraw(i,a,c)
end
else
doredraw = function(i,a,c)
dolater = function()
redraw(i,a,c)
dolater = nil
end
end
end
end)
end
function draw()
frame = frame + 1
redraw(img,frame,color(255, 10, 0, 255))
if dolater then dolater() end
background(96, 70, 70, 255)
translate(WIDTH/2,HEIGHT/2)
sprite(img)
translate(0,-200)
sprite(timg)
end
function touched(t)
touchn = touchn + 1
if t.state == BEGAN then
doredraw(timg,touchn,color(255, 208, 0, 255))
end
end
function redraw(img,a,c)
pushMatrix()
resetMatrix()
setContext(img)
background(0,0,0,0)
stroke(c)
strokeWidth(30)
translate(50,50)
rotate(a)
line(-50,-50,50,50)
setContext()
popMatrix()
end
I haven’t tried the useDepth flag as I wasn’t aware of its existence. If it is what I think it is, then I have a project just waiting for it.