Yeah, I changed the target framework to .net 4.0, instead of .net 4.0 client profile.. that is probably what caused that. You should still need xna 3.1 to create dialogs though.
That's rather wierd.. You're sure that is a fresh dialog? I got an error report from you - that you crashed when creating a new dialog, because you didn't have xna 3.0.. you deleted that dialog, right?
Im not sure what you are refering to when you say scaling of dialogs - I don't see a scale property for dialogs or dialog controls. But about blendstates.. I haven't looked much into that. I'm guessing you would just be setting the blend function on the graphics device, but if you got a code that does the job, I wouldn't decline :)
As you guys might have noticed I released a new version.. And then I got my first error report :)
"Could not load file or assembly 'Microsoft.Xna.Framework (...)"
Anyone else who get this.. Could you try and run the installer instead? I think it should install all dependencies. ftp://46.163.69.112/Releases/
If it works / doesn't work, please let me know.
I haven't been able to reproduce your bug.. but I have been aware for some time that that section of the compiler is not implemented in the best possible way.. Guess I was just waiting for someone to tell me it's broken :)
When the native lib is updated, I extract it manually, precompile it for g++, and ship that with the released version. So essentially, it just has a list of everything defined in the native lib (assuming campaign dependancies enabled).
Of course, it will complain if your code conflicts with the code from the native lib. You are gonna have to be more specific with your script and the error, if you want more help resolving it.
Well, struct methods are pulled outside before the removal process, so at that point, there shouldn't be a difference between struct methods and normal methods.
Could it just be because the compiler is inlining some of your small methods? Does it say as a warning that the method was unused? It might be easier if you could give me a piece of code that misbehaves.
Hmm. when I test it I get that it works as it should for methods and structs, but for some reason, fields will never be removed.
This is the code I used to test
intfoobar;intfoo(inti){//Do something to not be automatically inlinedi*=i;i*=i;returni;}structbar{intfoo;intbar;}
Well, if I just did a return, it would only stop the current function - not the entire trigger.
Fixed those 2 bugs for next version, got some new features I want done before release though. A temporary fix for 2nd bug would be to put all static fields after nonstatic ones.
There is no way to continue from there.. Normally, an exception would be thrown, but since galaxy don't support exceptions, I do a zero division. That will cause the cpu to complain to SC2, who will be forced to stop execution of that trigger. So in short, to skip all remaining actions of the trigger.
Yeah, I agree - it should do implicit casts in method calls.. which it now does :)
Edit:
@Mexaprone: Go
Folders are gray unless there is an enabled file in them.. When they are empty, they aren't really used in the compilation process. Enabling/disabling a folder just applies the setting to all files in the folder, so doing it on an empty folder doesn't really do anything - I could make it impossible.
The reason for the spaces afterwards is that the component I'm using for the treeview messes up the with of nodes when they are bold. The with is still calculated as if the text wasn't bold. So it's either spaces after the bold text, or having the text cut off because the node is too short - try making a really long project name to see what I mean (like abcdefghijklmnopqrstuvwxyz).
When you experience inconsistent enabled states, are you by any chance moving the program to another place on the harddisk, or renaming the project?
This is just a design choise. I didn't see much reason for the ability to collapse the projects node, so I added everything to the root.
I hadn't noticed :) I shall fix
Yeah, I did notice that. It's only a visual bug though.. but still :)
I did that for files, actually - forgot doing it for projects.
Yeah - didn't consider that
Well, the compiler just chooses some file to be the root file, and if you choose 1 output file, everything is put into that file, and all other files are removed.. The code generation phase works the same regardless of if one output file was chosen.. hence the name.. Still, I can check and rename it to mapscript.
Windows consists of a lot of underlying systems with a pretty gui on top. The file system can handle files called " .foo".. I guess it just needs a unique string. Windows explorer doesn't like it though. But since I obviously don't create files through windows explorer, it's easy to create files like that. Another example is that you can create files with a path longer than 260 characters if you don't use windows explorer.. but explorer can't navigate to them, or delete them.. at least, I overheard people talking about that at school :)
3)
Yeah, guess it would be more intuitive to have it created inside.
I shall fix
PS stuff: I guess my screen is so big that it doesn't bother me that the object browser takes up space. I'll make it optional.
Edit:
How are things going with that dialog system?
@Kroemel: Go
Yeah, I changed the target framework to .net 4.0, instead of .net 4.0 client profile.. that is probably what caused that. You should still need xna 3.1 to create dialogs though.
@Mexaprone: Go
That's rather wierd.. You're sure that is a fresh dialog? I got an error report from you - that you crashed when creating a new dialog, because you didn't have xna 3.0.. you deleted that dialog, right?
Im not sure what you are refering to when you say scaling of dialogs - I don't see a scale property for dialogs or dialog controls. But about blendstates.. I haven't looked much into that. I'm guessing you would just be setting the blend function on the graphics device, but if you got a code that does the job, I wouldn't decline :)
As you guys might have noticed I released a new version.. And then I got my first error report :)
"Could not load file or assembly 'Microsoft.Xna.Framework (...)"
Anyone else who get this.. Could you try and run the installer instead? I think it should install all dependencies.
ftp://46.163.69.112/Releases/
If it works / doesn't work, please let me know.
Edit: Looks like it doesn't install it. You can find it at
http://www.microsoft.com/download/en/details.aspx?id=15163
Been a bit awol playing swtor beta..
I haven't been able to reproduce your bug.. but I have been aware for some time that that section of the compiler is not implemented in the best possible way.. Guess I was just waiting for someone to tell me it's broken :)
Actually, the crash occurs when creating the error report :) It'll be fixed for next version
@g4borg: Go
When the native lib is updated, I extract it manually, precompile it for g
++
, and ship that with the released version. So essentially, it just has a list of everything defined in the native lib (assuming campaign dependancies enabled).Of course, it will complain if your code conflicts with the code from the native lib. You are gonna have to be more specific with your script and the error, if you want more help resolving it.
@Kueken531: Go
Yeah, I could.. then again - it ain't broke.
Well, struct methods are pulled outside before the removal process, so at that point, there shouldn't be a difference between struct methods and normal methods.
Could it just be because the compiler is inlining some of your small methods? Does it say as a warning that the method was unused? It might be easier if you could give me a piece of code that misbehaves.
Hmm. when I test it I get that it works as it should for methods and structs, but for some reason, fields will never be removed.
This is the code I used to test
It should be fixed in the latest version
Well, if I just did a return, it would only stop the current function - not the entire trigger.
Fixed those 2 bugs for next version, got some new features I want done before release though. A temporary fix for 2nd bug would be to put all static fields after nonstatic ones.
@Mexaprone: Go
There is no way to continue from there.. Normally, an exception would be thrown, but since galaxy don't support exceptions, I do a zero division. That will cause the cpu to complain to SC2, who will be forced to stop execution of that trigger. So in short, to skip all remaining actions of the trigger.
Bug thingy - hmm. okay.
By setting the value of your pointer to your variable
And before you do that you will have to allocate the pointer value (if you haven't already)
Yeah, I agree - it should do implicit casts in method calls.. which it now does :)
Edit:
@Mexaprone: Go
Folders are gray unless there is an enabled file in them.. When they are empty, they aren't really used in the compilation process. Enabling/disabling a folder just applies the setting to all files in the folder, so doing it on an empty folder doesn't really do anything - I could make it impossible.
The reason for the spaces afterwards is that the component I'm using for the treeview messes up the with of nodes when they are bold. The with is still calculated as if the text wasn't bold. So it's either spaces after the bold text, or having the text cut off because the node is too short - try making a really long project name to see what I mean (like abcdefghijklmnopqrstuvwxyz).
When you experience inconsistent enabled states, are you by any chance moving the program to another place on the harddisk, or renaming the project?
Yeah, should be fixed now.. Visual studio was an asshole an destroyed some of my main form - sorry for the wait.
1) I shall fix that!
2)
3)
PS stuff: I guess my screen is so big that it doesn't bother me that the object browser takes up space. I'll make it optional.
Edit:
How are things going with that dialog system?