Noticed that search & replace is still not working. Not even searching. Sorry to bring that up for the third time…
Also inside the sound() picker the generator is not loading - it’s just a black pop-up. Please refer to my screenshot.
@se24vad I have no trouble with search & replace or with sound on iOS 10.3.3 . I checked and 10.3.3 is the latest normal iOS version. If iOS 11 is still in beta, then it might take awhile for them to figure out if it’s a Codea problem or an iOS 11 problem.
@Simeon true, after the update I did not restart Codea, so it completely refused to search. After your suggestion I quit Codea and re-run again. Now search does something, but when closing it, it scrolls somewhere to the top of the editor, like I reported before… Hope you can see something on the GIF’s I appended
\#Edit: Tried to do with and without external keyboard. On different projects. Everywhere same result - it jumps somewhere.
And another bug I forgot to tell you about is:
Selecting text does the same jumping motion.
Selecting towards bottom, jumps to the end of the file.
Selecting towards top, jumps at smaller amount.
It feels like Codea is trying to ceep the cursor at center of the screen but fails to do so.
Hi @John, problem with tab 6 in “Learn Craft” was trivial - you have a Dropbox obj for the model - not in my Dropbox. Changing to one of the models in the 3D packs provided and it runs perfectly.
Picking this up slowly. The models provided were saved from SketchUp.
@Bri_G yeah I noticed that when going through the code. the MultiStep thing I’m using for the example is also using project data which means it was saving the state when I was testing it. I’m going to update it to use local data instead.
The obj loader I’m using is probably going off the Wikipedia version of the format with some extensions. If you send me a file that won’t load I’ll have a look. One problem is that the loader doesn’t like spaces in texture file names. I’m going to have to fix that I think.
Hi @John, thanks for the feedback. Just looked at planetgenerator and my Codea-floor just fell away (Richter 5.7).
I thought the Main Tab was crucial positionally and in content i.e. setup()/draw()/touch() and here we have the Main tab used just for editing and managing project parameters!!! Intriguing but where are my pills!!!
@Simeon@John Is there a problem with eulerAngles or am I expecting too much. Here’s a program where I show what I think is a problem. If you slide the frontback slider to the right and then to the left, the robot rotates in a forwards then backwards direction. If you slide the spin slider, the robot spins in a counterclockwise then clockwise direction. If you slide the rightleft slider, the robot rotates to it’s right, then it’s left direction. So far so good, everything works like I think it should. Here’s where I think there’s a problem. Slide everything to the left. If I slide the frontback slider to about 90, and then slide the spin slider, the robot doesn’t spin, but rotates to the robots left then it’s right. The rightleft slide rotates the robot to it’s right then it’s left. Why doesn’t it spin. The same thing happens with the frontback slider at about 270. Slide everything to the left. If the spin slider is moved to about the 90 and 270 values, the other sliders work OK, that’s what I expect. Slide everything to the left. If the rightleft slider is moved to about the 90 or the 270 position, then the frontback slider does the spin rotation and the spin slider does the frontback rotation. Is this the way the euleraAgles are supposed to work or is there a problem with them. I tried a google search on eulerAngles, but just got a bunch of diagrams and formulas. Maybe in there somewhere was the answer, but I didn’t figure it out.
function setup()
scene = craft.scene()
myEntity = scene:entity()
myEntity.model = craft.model("Blocky Characters:Robot")
myEntity.scale = vec3(1,1,1) / 20
scene.camera.z = -10
parameter.number("front_back", 0, 360, 0)
parameter.number("spin", 0, 360, 0)
parameter.number("right_left", 0, 360, 0)
end
function update(dt)
myEntity.eulerAngles = vec3(front_back,spin,right_left)
scene:update(dt)
end
function draw()
update(DeltaTime)
scene:draw()
end
@XanDDemoX Thanks for the info. I looked up gimbal lock and what it means. They mentioned eulerAngles, so I’ll have to try to visualize what I’m doing in the above example and see if I’m getting into gimbal locks.
@piinthesky Thanks. I just looked at it and that’s pretty much what I saw in the other searches I did for gimbal lock. I guess that explaines what I’m running into in my above example.
@Simeon I’m having trouble trying to create or edit a text file in the Dropbox directory. If I create a new file and paste text into it, the text looks like it’s there, but if I exit assets and come back in, it’s blank. The same thing if I change some text in an existing file. It looks like it’s changed, but if I exit assets and come back in, the changes I made aren’t there. Also, Codea completely freezes if I go into assets from within a project. For instance, tapping within the () of readText() to get to assets and then trying to do an edit by selecting edit and tapping the pencil icon and or selecting other files, eventually Codea will freeze.
Interesting one, since the iOS11 upgrade last night, re-synced my Dropbox and a 3D model file appeared after the sync. It had been there well before the iOS update and was not visible before after several syncs. The model was shown and recognisable - an obj file (has also mtl file in same root directory). Added to one of the Craft demos resulted in Codea crashing.
So the Assets viewer could display the model but the Craft code could not. Is the Assets display provided by the OS?
@Bri_G yes the assets display is driven by SceneKit but the asset loading in Codea is custom. We’d love to get hold of any models that cause a crash if you’re willing to share them.