Search found 7 matches
- Sat Jan 04, 2014 8:27 pm
- Forum: R.U.B.E discussion
- Topic: List of loaders for RUBE scenes
- Replies: 37
- Views: 668772
Re: List of loaders for RUBE scenes
I've created AndEngine loader based on reference Java implementation. I switched to use JSON-SMART fox XML parsing wich gave me ~200% performance boost in loading levels when compared to original implementation. I eventually diverged pretty far from the original implementation, though some of the co...
- Sun Oct 06, 2013 12:29 pm
- Forum: Bug reports
- Topic: segfault when selecting multiple fixtures - my buggy script?
- Replies: 3
- Views: 20253
Re: segfault when selecting multiple fixtures - my buggy scr
property display filter script: bool shouldDisplayProperty( fixture f, const string& in propertyName ) { bool isStatic = f.getBody().getType() == 0; if ( propertyName == "stencil") { return isStatic; } else if ( propertyName == "fading_edge") { if (f.getShapes().length() > 0)...
- Tue Oct 01, 2013 10:29 pm
- Forum: Bug reports
- Topic: segfault when selecting multiple fixtures - my buggy script?
- Replies: 3
- Views: 20253
segfault when selecting multiple fixtures - my buggy script?
Scenario: open scene, and select one by one multiple fixtures (Polygons and Loops) Stack trace below is reproducible, as well as this issue- I've seen it few times so far. I think that commenting out both of my filtering and labeling scripts helped. Program received signal SIGSEGV, Segmentation faul...
- Tue Oct 01, 2013 9:07 pm
- Forum: R.U.B.E discussion
- Topic: "Saving" while in physics view
- Replies: 5
- Views: 20214
Re: "Saving" while in physics view
Let me be more verbose :) In inital phase, right after loading of the rube scene, all objects are awake, so simulation can get really chopy. If one would wait untill multiple piles of rocks or other stuff settle down, this inital lag would be gone. During the gameplay quite ofthen only a fraction of...
- Tue Oct 01, 2013 7:03 pm
- Forum: Bug reports
- Topic: Assert failed @ script_general.cpp:533
- Replies: 2
- Views: 15810
Re: Assert failed @ script_general.cpp:533
Yep, 'Construct -> Make chain'. I might have beeen editing the script, but only the first time. On next occurences the script was already there (remembered in scratchpad of level I've been editing). I do not know how often autocompile kicks in, but it happened about 5 times that night. I eventually ...
- Mon Sep 30, 2013 9:21 pm
- Forum: R.U.B.E discussion
- Topic: "Saving" while in physics view
- Replies: 5
- Views: 20214
Re: "Saving" while in physics view
Ok, I do not like the word, but it fits perfectly here: this feature would be epic!iforce2d wrote: saving the current positions of things in the player back to the editor, say to let a pile of boxes settle or just to allow more intuitive dragging things around etc
- Mon Sep 30, 2013 8:54 pm
- Forum: Bug reports
- Topic: Assert failed @ script_general.cpp:533
- Replies: 2
- Views: 15810
Assert failed @ script_general.cpp:533
rube.bin: script_general.cpp:533: rubescript_body duplicate_body_withJoints(rubescript_body&, bool): Assertion `EditorDocument::s_currentScriptContextDocument' failed. Happened when trying to create a chain - once with with 2 bodies and 1 joint selected, 10 links to create - once with with 10 bo...