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Messages - Goombert

586
Programming Help / Re: Embedding Enigma into GUI
« on: November 25, 2014, 10:25:10 am »
Quote from: Mangolian
Is that sarcasm or suggestion?
No he is serious, you'd just have to link the Qt libraries, create a window system and a widget system powered by Qt. You'd probably want to just go ahead and make a Qt graphics system as well since it uses ANGLE to make its OpenGL work on outdated hardware like Studio does. But not all of that is necessary you could just attach the current graphics systems to a Qt window and widget system, it all depends on what you want to do. But a full blown Qt port of ENIGMA would actually be pretty easy, it wouldn't be much to port our GL code at all.

587
Developing ENIGMA / Re: Massive GL3.3 changes.... again
« on: November 24, 2014, 03:24:02 pm »
You're right, I tried flipping the views, doesn't seem to work. Another possible solution is to just transform the texture coordinate matrix when a surface texture is bound, this would make surfaces work as textures in 3D as well as 2D.

588
Developing ENIGMA / Re: LateralGM 1.8.6.828
« on: November 24, 2014, 03:14:21 pm »
I commented on the tracker, I understand now and it is an issue that needs fixed, the preference should explicitly override the OS setting.

589
Programming Help / Re: 3D Performance
« on: November 24, 2014, 03:09:21 pm »
GM: Studio batches as many draw calls as it can and so does ENIGMA now. I also wanted instance batching for subsequent model draw calls which Studio does not have and Dailly snubbed me when I told him about it but Harri's implementation is in limbo I guess.

590
Proposals / Re: Allow me to use C++ in EDL
« on: November 24, 2014, 02:55:00 pm »
Quote from: Dreamfag
I'm sorry, I couldn't hear you over how great the code in write_object_data.cpp is.
Quote from: Babybitch
How can you compete with that, Josh? Why are you still even here? (I bet it's to suggest new shitty site layouts)

In all fairness, mine at least works and does inheritance, Josh's doesn't even work yet.
https://github.com/enigma-dev/enigma-dev/pull/825

591
Ideas and Design / Re: In need of a Sonic fangame engine for Enigma
« on: November 24, 2014, 02:48:01 pm »
Just an update the earlier bug in with statements that was a regression was addressed by sorlok.
https://github.com/enigma-dev/enigma-dev/pull/869

592
Developing ENIGMA / Re: LateralGM 1.8.6.828
« on: November 14, 2014, 07:10:47 pm »
Quote from: egofree
What about fixing the language setting ? For the moment all users of the french version of Windows will have an inconsistent display of labels in LateralGm.
Please read my GitHub comments, I can not fix it, someone who knows French has to fix it.
https://github.com/IsmAvatar/LateralGM/issues/169

Quote from: TheExDeus
I hope this involves checking why Save As has two places specify the format to use. It always bugged me. Ism mentioned something about it years ago, but I don't remember if it was in defense for that decision or not. Right now I don't know which of them are actually used, or even if both somehow is. So I always have to click the radio button "egm" together with dropdown menu "egm". Also, "egm" should probably be the default choice and be at the top.
As IsmAvatar has pointed out, we can't get rid of the right side pane because it lets you specify different versions of the same format. This will be more useful with GMX which will be getting version numbers but the file extension is going to remain the same.

However, I can fix the issues with the extensions, and I do want to remove the force extension option. I want to make all save and load dialogs act like the same dialogs in other programs. If you select a filter the extension will be added only if it is not already appended to the filename. This will have to be handled by the CustomFileChooser as well because it needs to detect the file name with the extension to properly check if it exists and warn the user about an overwrite, etc.

The "force extension" option is a real pain in the but I agree, I always end up making a .egm.gm81 or similar file.

593
Developing ENIGMA / Re: LateralGM 1.8.6.828
« on: November 14, 2014, 04:41:18 am »
Duly noted Harri that should not be how it handles it. I have no idea how it led to the transitivity bug, me starts to think that the earlier reports may have just been inconsistencies in jars and ENIGMA's source, but no doubt I did fix some of the transitivity. I'll try to look into it and see what I can do though this may require a larger discussion about ENIGMA building errors being reported back to LGM and how we can accomplish that  (Y)

Just as a quick QOS test I want to list some objectives here:

* Fix GTK MDI layout so that it has scrollbars and works as expected.
* Look into Harri's issue.
* Fix selection when moving actions
* Add focus to the ActionList by default
* Save and load dialog warnings do not recognize extensions and file filters are not consistent among a lot of dialogs, needs cleaned up and fixed.
* Image save dialogs show formats that are not supported and also do not write BMP's and some formats because the image is RGBA and Java can only write RGB bitmap files so you have to convert them before writing.
* Resolve remaining JoshEdit bugs.
* Finish implementing JoshEdit preferences.

And then we will have a stable 1.8.7, this is the current roadmap for LGM's major release plus or minus a few miscellaneous fixes along the way.

594
Developing ENIGMA / Re: LateralGM 1.8.6.828
« on: November 13, 2014, 08:08:32 pm »
Does the error only happen when loading this specific EGM? Try loading a GMK or GMX or open ENIGMA without opening that EGM.

This stacktrace suggests it is something to do with definitions.
http://pastebin.com/tmqjBXWG

This stacktrace suggests the transitivity bug.
http://pastebin.com/Y8bBhFep

But we need to separate the two problems first, I need to know if one exists without the other which you can tell me by eliminating the EGM from the test.

Also I've made another quick update and improved load and save buttons. Update as usual.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages

* Load dialogs will now verify that the file exists and if it does not it will warn you to verify the file name. You will see this on all file dialogs, including the one for loading projects, images, sprites, game information, etc.
https://github.com/IsmAvatar/LateralGM/commit/4239d4caa97becf095a78ecf28b01249f9b90673
* Applied the same load dialog fix to JoshEdit to verify file names.
https://github.com/JoshDreamland/JoshEdit/pull/38
* Added an exception handler interface to JoshEdit to stop silent failings.
https://github.com/JoshDreamland/JoshEdit/pull/37
https://github.com/IsmAvatar/LateralGM/commit/2de5bb7cfad9ecb68e8fccf5ec07ce965b911166
* Save dialog on the background and sprite frame will now show a warning message if there is no image to save and tell you to create it first.
* Pulled a fix by sorlok for loading constants.
https://github.com/IsmAvatar/LateralGM/pull/172
* Added confirm overwrite dialog to JoshEdit and LGM file choosers when saving files to disk.
https://github.com/IsmAvatar/LateralGM/commit/f152da04b3430ac5a19b614ddcb2acd16fd570ee

This is what the new warning dialogs look like.

595
Developing ENIGMA / Re: LateralGM 1.8.6.825
« on: November 13, 2014, 05:29:28 pm »
Another quick updated, I've fixed a typo in the GMX reader that was causing room persistence not to save. Update using python install.py or manually download the new jars.
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages

This was the commit that fixed the GMX reader.
https://github.com/IsmAvatar/LateralGM/commit/978f1fda054a49d265e51ab0d64f1771547b4255

Quote from: egofree
Look at the first screen you posted when you implemented the line numbers :
I see, but with the dark look and feel it made them invisible, it's still more consistent to use list colors and not generic component colors for the numbers. Like I said maybe we should add a preference.

Quote from: egofree
Perhaps i understand nothing or my english is too bad  :ohdear:, but i feel we are not talking about the same thing. I am not talking about problems with selection, but about the fact that when you add a new action, it should be possible to use the ctrl-z shortcut to remove the new action. Right now if you open an objects window, and you add directly new actions, it's not working, if you don't click manually on an action list. Perhaps this is the correct way, and there is nothing wrong with this.
It was like that in the old LGM as well, go back and test 1.8.6 and earlier versions. What you are describing is that the action list should have focus by default, which I don't really know if that is a good idea or not.
http://enigma-dev.org/docs/Wiki/LateralGM:_Revisions

Quote from: TheExDeus
For some reason with the newest LGM I get constant crashes (I think the plugin crashes, as I cannot select anything in the ENIGMA menu only).
It looks like you managed to reproduce the focus traversal bug, I'll try to push a patch for enigma.jar for you to see if it fixes it. This is regarding turning off window decorations, do not try messing with the preference I want to actually fix this. Just please answer two quick questions:

1) Have you updated both enigma.jar and lateralgm.jar? Because it looks like your engima.jar is out of date, the reported line numbers are incorrect.
2) What is the window decorations preference set to under "Appearance"?
3) What is hardware acceleration set to?

596
Wow for some reason I read this as Minecraft and shit a brick. This is actually kind of old news egofree, I was already aware of it. It doesn't really matter because they've been partnering with Mono for a while, the widget system on other platforms is GTK so it still requires quite a bit of recoding. I believe libraries also need to be rebuilt for the Mono compiler as well, so porting is not like a snap of the fingers either. Java still runs on your toaster too and is gaining hardware acceleration as well as a modern UI API that includes CSS styling like the modern Qt Framework.

597
Developing ENIGMA / Re: LateralGM 1.8.6.823
« on: November 12, 2014, 07:01:42 pm »
Quote from: egofree
Concerning the actions list line numbers, personally i preferred how it was before, with a different background color, as the line numbers were more easily distinguished. Well, it was my two cents. :P
I don't know where you are coming from with that because in the old one it was impossible to view the line number on the selected line (look at the old screenshot). It in fact still uses the same colors, just doesn't change the selected line just like a normal code editor doesn't. It's still either way technically more correct because it's not a generic JComponent, it's a list component. Maybe we can add a preference in the future.

Quote from: egofree
Are you sure ? Try to open a objects window, add some actions, and try an undo with ctrl-z. Despite the fact that new actions are automatically selected in the list, you have to manually select an action in the list if you want the undo to work.
Even GM: Studio's undo does not restore the selection, in fact no code or text editor does except regular Notepad. If you look at Scintilla, Notepad++, Eclipse, Code::Blocks, Visual Studio, Microsoft Word, etc. Undoing or redoing always destroys your current selection.

Now you are correct that the focus still doesn't work, but undo/redo itself and maintain selection is perfectly fine now except when moving actions, moving list items is supposed to maintain your selection, that I still need to fix.

598
Developing ENIGMA / Re: LateralGM 1.8.6.823
« on: November 12, 2014, 02:59:17 am »
Quick update, I've partially fixed the selection issues with the undo manager on the ActionList restoring the old behavior. Moving actions still causes the selection to be completely lost, will fix it soon.
https://github.com/IsmAvatar/LateralGM/commit/8209ec74aa59ff0112faaaf0824ed5fb9e5f08a8

I made two additional changes:
* Changed the action list line number area to use the list colors instead of the default JComponent colors, also stops it from highlighting the selected line.
https://github.com/IsmAvatar/LateralGM/commit/5ae55bba9f35003350cabf6dcfc90384e0bd550f
* Fixed another exception when switching from a look and feel that supports window decorations to one that does not, the default frame shape must be restored before setting the decorated panel by passing null to setShape
https://github.com/IsmAvatar/LateralGM/commit/36a9107667d69e2448920f05a71e35fb3a303dce

As always update manually by downloading the jars or python install.py
http://enigma-dev.org/docs/Wiki/Install:Extra_Packages


599
Developing ENIGMA / Re: Massive GL3.3 changes.... again
« on: November 10, 2014, 03:34:38 pm »
Quote from: TheExDeus
If a person wants a different viewport or projection, then he should set that AFTER binding the surface. Just like GM.
Actually, that's just it, in GM you can't set the viewport on a surface because the only way to set the view in GM is the built in variables which do not affect surfaces. This is exactly why I added screen_set_viewport to ENIGMA.

So we either need to have screen_set_viewport(boolean scale); view scale controlling whether it takes the scaling options into account to scale or maintain aspect ratio, if it is false then it just passes the viewport the user provides which would be the case with surfaces. Or we could break it into two functions screen_set_viewport which scales the provided viewport to the screen, and draw_set_viewport which just sets a generic viewport without scaling it for use with surfaces. It's up to you but this is how I wish you would fix it. Additionally as I suggested on GitHub, try to use a negative viewport to flip the rendering upside down on the surface, if we can do that to flip the rendering on surfaces, then I suggest we also add the function surface_set_viewport
https://github.com/enigma-dev/enigma-dev/issues/861#issuecomment-62361596

600
Developing ENIGMA / Re: Massive GL3.3 changes.... again
« on: November 09, 2014, 11:30:21 pm »
I would like to add Harri that I am planing on wrapping up LateralGM 1.8.7 soon after some additional fixes and integration of other new features.  I would like to have the OpenGL fixes in so that I can also fix the Direct3D surfaces. But we should decide on whether we want to add a draw_set_viewport function that does not scale the viewport and a screen_set_viewport that does scale the viewport to screen scaling coordinates or perhaps just add a booelean scaleToWindow to the existing function. But anyway I would like the GL3 fixes to be finalized so it can also be included in the new Portable ZIP alongside sorlok's array length functions and the new LGM.