I've been tracking down the issue egofree reported in the Timelines announcement thread, and I think I've finally got it narrowed down. Please refer to the image at the bottom of this post. Also, you'll need egofree's test game:https://dl.dropboxusercontent.com/u/29802501/TestTimeLine.gmx.zip
Open the game, and open the first timeline's Step 60 code. You'll see show_message(60);
. This (at least on Linux) will fail to compile, so change it to: show_message("60");
(note the quotes). Now, save the game and compile it without closing the editor
. As you can see from the picture:
A) the "code" window shows the updated text
B) the filesystem itself shows the updated text
C) the compiler is still using the old text
After some more digging, I found out that:
- The same error occurs in EGM format (not just GMX folder format).
- Closing and re-opening the project will "fix" the issue (as egofree reported)
- The same issue does NOT affect objects (which compile similarly to timelines).
Does anyone (esp. Robert) know if there's special code that "refreshes" objects when they're saved to disk (or when the "ok" button is checked in Lateral GM), and if the same logic is not being run for timelines? I can try to narrow this down further, but I honestly haven't done much work with Lateral GM, so if this is an easy fix I'd appreciate if someone could let me know.