GameMonetize Posted May 26, 2016 Share Posted May 26, 2016 Hello all! Just an heads up to tell you that 2.4 is almost done and that I'm planning to close and release it by end of next week dbawel, meteoritool, Nockawa and 5 others 8 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 26, 2016 Share Posted May 26, 2016 Expect a 1 line change to Camera.ts to take care of the probably never case of using VR rig without distortion & adding a sub-process. Do not expect changes to math to the changed syntax of SIMD. I changed my use of it, and it ran but did not give me the exact same results. Ran out of time in that area. Expect changes to Bone.copyAminationRange to do better scaling of animations when the bone lengths between source and dest skeleton are not the same. Wingnut 1 Quote Link to comment Share on other sites More sharing options...
amorgan Posted May 27, 2016 Share Posted May 27, 2016 BTW where do you prefer bugs to be reported? In the meantime, there seems to be an issue the most recent build of the 2.4.0-beta (preview release) for Viewport ( http://doc.babylonjs.com/classes/2.4/Viewport ) method, see: http://www.babylonjs-playground.com/#1VQ5JY PS: Loving the VR Camera -amorgan Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 27, 2016 Share Posted May 27, 2016 shaderBuilder is ready too Wingnut 1 Quote Link to comment Share on other sites More sharing options...
adam Posted May 27, 2016 Share Posted May 27, 2016 12 hours ago, amorgan said: BTW where do you prefer bugs to be reported? http://www.html5gamedevs.com/forum/30-bugs/ Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 27, 2016 Author Share Posted May 27, 2016 @amorgan: this is not a bug. The new toGlobal expect two parameters: https://github.com/BabylonJS/Babylon.js/blob/master/src/Math/babylon.math.ts#L3112 @JCPalmer: Ok noted. can you do the PR before end of next week? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 27, 2016 Share Posted May 27, 2016 yes Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 27, 2016 Author Share Posted May 27, 2016 Cool! Quote Link to comment Share on other sites More sharing options...
dsman Posted May 27, 2016 Share Posted May 27, 2016 Is new improvement to SSAO by @Luaacro going to be part of 2.4 ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 27, 2016 Author Share Posted May 27, 2016 I think so Quote Link to comment Share on other sites More sharing options...
Wingnut Posted May 28, 2016 Share Posted May 28, 2016 Deltakosh yells "All-Aboard Train #24... bound for Futureville!" ... and we hear plenty of "Wait, I'm almost done!" from the train station bathrooms. Pretty funny, eh? I bet SOME will hop-aboard #24 with their pants still around their ankles. heh. Let's see... sprites, layers, virtualJoysticks... do all those need update to our new 2D system? Later? Um, I might have found a problem with the physics recently... things laying on ground might not be auto-sleeping... needs further investigation. Um, that's all I got. I rarely know or care which train I'm on... I like all BJS trains. (I'm proudly one of the train bearing greasers - deliciously messy.) Quote Link to comment Share on other sites More sharing options...
MasterSplinter Posted May 28, 2016 Share Posted May 28, 2016 There is a small issue with the texture sizes in VR Camera being way to large. I've been kinda hard coding this circumvent the issue. Not a big deal on desktops but really bogs down performance on mobile. When I have a free moment I'll give you more details. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 29, 2016 Author Share Posted May 29, 2016 As soon as 2.4 is closed I'll open 2.5 alpha so new train to jump in as Wingnut would have said Wingnut 1 Quote Link to comment Share on other sites More sharing options...
dbawel Posted May 29, 2016 Share Posted May 29, 2016 @MasterSplinter - 21 hours ago, MasterSplinter said: There is a small issue with the texture sizes in VR Camera being way to large. I've been kinda hard coding this circumvent the issue. Not a big deal on desktops but really bogs down performance on mobile. When I have a free moment I'll give you more details. What do you mean by this? I'll be working closely with the VR Camera in coming days, and don't follow what the problem is. So clarifying your issue as well as any advice would be quite helpful. And if you have any additional code required to correct any issue, I would be grateful to review an example to corect the problem you've located. Cheers, DB Quote Link to comment Share on other sites More sharing options...
MasterSplinter Posted May 30, 2016 Share Posted May 30, 2016 8 hours ago, dbawel said: @MasterSplinter - What do you mean by this? I'll be working closely with the VR Camera in coming days, and don't follow what the problem is. So clarifying your issue as well as any advice would be quite helpful. And if you have any additional code required to correct any issue, I would be grateful to review an example to corect the problem you've located. Cheers, DB I'll do a write up Tuesday and try and get it in for 2.4 -- My concern is that it's device specific and we'll need some heuristics... dbawel 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted May 30, 2016 Share Posted May 30, 2016 @dsman yes it will, I'm waiting for a validation I also updated the playground example so you can see the configuration I used Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 30, 2016 Share Posted May 30, 2016 I think I am running a recent version of typescript. I get a bunch of errors, especially in Canvas2D. I checked one, and t looks like there is a private private _myproperty a get myproperty and then elsewhere in code they try to this.myproperty = blah, not this._myproperty = blah Quote Link to comment Share on other sites More sharing options...
jerome Posted May 30, 2016 Share Posted May 30, 2016 make sure you got the very last commit and maybe update the gulp tool (there were changes, I guess) : cd Tools/Gulp sudo npm install gulp typescript Quote Link to comment Share on other sites More sharing options...
Nockawa Posted May 30, 2016 Share Posted May 30, 2016 20 minutes ago, JCPalmer said: I think I am running a recent version of typescript. I get a bunch of errors, especially in Canvas2D. I checked one, and t looks like there is a private private _myproperty a get myproperty and then elsewhere in code they try to this.myproperty = blah, not this._myproperty = blah Hmm, I think I can in fact be culprit on this one, even with the latest version of the source code, but one thing I don't get is I use the latest version of gulp and TypeScript on my machine and I don't get this compiling errors! (and I wish I had them) You have a simple line of code like this one `d.boundingMin = this.boundingMin;` which will fail at compilation for you, but which is totally fine at runtime, because I don't declare a property setter for d.boundingMin but this property's getter is decorated and I define the setter using the decorator. I'd be happy to summon @Deltakosh and have his advice on this one, I'm not comfortable enough with TS/JS to state if I'm right or wrong and what we should stick with in babylon.js. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 30, 2016 Share Posted May 30, 2016 I did not have the latest fetch from repo. As soon as I got / merged from repo. My Gulp errored. I cannot get node work properly on Ubuntu, cause they also have a program called node. I am building node from source code. npm update still fails. Since put my local repo's all on a VeraCrpt drive file (formerly truecrypt), it is a single OS file. I copy the single OS file to a flash drive, every day, to have complete daily backups. Being only 1 file is way faster than1000's of files. Just copied the repo to my mac machine, & npm updated there, & now back on Linux. Still get errors, but line number are slightly different, as file have had changes. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 31, 2016 Author Share Posted May 31, 2016 I've just did a full test and it works on my computer (but I'm on windows) NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 2, 2016 Author Share Posted June 2, 2016 we are facing several issues with 2.4 regarding canvas 2D. So we will stay in code freeze for 2 another weeks. only bug fixing PR will be merged:( Quote Link to comment Share on other sites More sharing options...
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