Mark Sibly

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  • in reply to: MD5 hash #12405

    Mark Sibly
    Keymaster

    Nice work!

    Some compiler fixes for the numeric errors above have been pushe to the develop branch.

    Also, I had to do some tweaking to the code above, the main issue being that ‘Shr’ in mx2 is signed/unsigned depending on whether LHS is signed/unsigned (like C/C++) whereas in BMX Shr is signed and Sar is unsigned. So I rolled a little unsigned Shr (UShr) function which I may end up adding to the language as an operator…?

    New code below, will add it to std soon (in std.digest?):

    in reply to: MacOS mojox problem + enhancement requests #12404

    Mark Sibly
    Keymaster

    Numlock problem is happening here too, but NumLock doesn’t work for me here with ANY apps – it always just emits numbers. This is easy enough to hack into TextView and is the best I can do for now without a keyboard with functional NumLock, perhaps I need a ‘real’ Mac keyboard? I only have an el cheapo Windows keyboard.

    Copy from console may or may not be a Ted2go thing – I’ll have a look.

    As for app icons, it’ll have to wait until I next mess with the build system. There are a number of things to be done here anyway so it’ll probably be soonish.

    in reply to: MD5 hash #12380

    Mark Sibly
    Keymaster

    Slice (2,2) will return a 0 length string, which will cause an array index error if you try and index it.

    in reply to: MD5 hash #12378

    Mark Sibly
    Keymaster

    Will have a hack tomorrow/soon.

    in reply to: Emscripten: 'em++' is not recognized #12364

    Mark Sibly
    Keymaster

    I have just pushed a fix for the opengl build error to the develop branch, although weirdly I’m not getting this error myself! It is a valid error though…

    in reply to: GLTF Animations? #12327

    Mark Sibly
    Keymaster

    Initial gltf2 animation/skin support added and pushed to develop branch. Also added models and tests if that’s OK?

    It’s an early attempt so there will probably be issues, but the above models seem to work OK (although walker looks quite different in mojo3d which I’ll look into).

    in reply to: Finally succumbing to the lure of the Monkey (2) #12314

    Mark Sibly
    Keymaster

    Welcome Pengwin!

    in reply to: [ MONKEYX2 ] – error: unknown type name 'va_list' #12313

    Mark Sibly
    Keymaster

    Try again now…

    in reply to: [ MONKEYX2 ] Android Back button #12310

    Mark Sibly
    Keymaster

    Oops, broke non-android builds a bit…fixed now.

    in reply to: GLTF Animations? #12291

    Mark Sibly
    Keymaster

    Excellent, thank you.

    [edit]Nice find too: https://pissang.github.io/qtek-model-viewer/editor/

    in reply to: [ MONKEYX2 ] Android Back button #12290

    Mark Sibly
    Keymaster

    …also, I should probably mention that I updated the default android studio project for android products to android studio 3.0.1, so android users should probably do the same. Ditto upgrade all installed tools/sdks/ndks etc to the latest versions.

    in reply to: [ MONKEYX2 ] Android Back button #12289

    Mark Sibly
    Keymaster

    Some fixes for this are now up in the develop branch.

    It was mostly working already except there was an issue with sdl that meant the app wasn’t initally being given focus properly so key events weren’t getting sent to it. If you hit ‘home’ and refocus app, key events started working. I’ve hacked around this a bit and it should work now.

    The other issue is that the back key wasn’t even include in the Key enum. This has been fixed too, so you can now go:

    If Keyboard.KeyHit( Key.ACBack) App.Terminate()

    (Anyone know what the ‘AC’ in ‘ACBack’ stands for?)

    Here’s a little runnable demo which is working fine on my API15 emulator and nvidia shield.

    in reply to: Hiding a Window view #12267

    Mark Sibly
    Keymaster

    Monkey2 only currently supports a single window. Multiple windows may or may not work to varying degrees depending on target – they are totally untested. By all means feel free to get in there and try to get them working – the basic framework is there –  but I wont be able to address this myself for a while yet.

    in reply to: GLTF Animations? #12264

    Mark Sibly
    Keymaster

    I believe it saves in GLTF 2.0 (with an additional .bin file, if that makes any difference)

    Cool, this is standard gltf format – have you got any actual animations for me to play with?

    in reply to: GLTF Animations? #12251

    Mark Sibly
    Keymaster

    I will eventually update the gltf2 loader to load skinned animations, probably soon if anyone actually has a need for it!

    Can you export or gltf2, or just gltf1? Needs to be gltf2…

Viewing 15 posts - 256 through 270 (of 1,431 total)