Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Codea 3.2.1 (220)

dave1707dave1707 Mod
edited April 27 in Beta Posts: 8,398

@Simeon The popups seem to be working great. Long press on a tap brings up menu with copy option.

Comments

  • SimeonSimeon Admin Mod
    Posts: 5,364

    Great! Thanks for verifying that

  • dave1707dave1707 Mod
    Posts: 8,398

    @Simeon When I was in the reference, I did a search on para for parameters and I got a long list of duplicate parameter lines.

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @dave1707 sorry about that, I have it on my list to rewrite the reference search function. It's not very good

  • Posts: 1,726

    @Simeon - now actually installed 220 - like your mods. One issue still not resolved is the random scrolling of the editing screen. Doesn’t always happen but the screen can suddenly start scrolling up into the top of the screen ie move to higher line numbers.

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @Bri_G would you be able to keep an eye on this and see if you notice how you can make it happen? I have been trying but haven't yet triggered it

  • Posts: 124

    Same here for me with the random scrolling.
    The touch screen select is inconsistent in my opinion. If you put cursor behind ) or ] then tap and tap select it won’t select anything. It I put the cursor on the end of anything else, example “do” or any other word or number then tap, and tap select then it selects it. The major factor of the iPad and Codea is the touchscreen, just saying.

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @Jarc when I put the cursor behind a ) or ] and tap select it selects the number or symbol prior to the bracket. Are you able to provide more details?

  • edited April 28 Posts: 1,726
    @Simeon - I will keep an eye out for the scrolling although it is intermittent. I have also noted the selection issue mentioned by @Jarc - the little selection bar is only temporary and if you move the selection limit pointers, to adjust, it can disappear. I get round it by moving one of the selection limit pointers. I have difficulty some times with selection from the front of a line skipping onto the previous line (big digits!!).

    On the scrolling issue do you have a drag factor built in that slows the scrolling rate when touch has stopped. Also do you have a rapid scroll from a flick touch gesture ? If so they may be involved in this.
  • Posts: 1,726

    @Simeon - load a project with code filling more than the page. Tap once on th page, double tap near the top of the page then drag to select but drag your finger onto the keyboard.

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @Bri_G perfect! Thank you. That will make it easy to fix

  • Posts: 124

    @Simeon the find & replace in Edit tap always crashes Codea when I use replace all, no matter the size of my project.

  • dave1707dave1707 Mod
    edited May 1 Posts: 8,398

    @Simeon Crashes for me also. Good find @Jarc

    PS. I’m on beta version 3.2.2 (223).

  • SimeonSimeon Admin Mod
    Posts: 5,364

    Thank you both adding it to the list!

  • edited May 2 Posts: 1,726

    @Simeon - should text texted() always display? As it seems to disappear if it exceeds a little over WIDTH. See attached demo.


    setup() -- sW,sH,cW,cH = WIDTH, HEIGHT, WIDTH/2, HEIGHT/2 story = {} size = 0 parameter.boolean("fit",true) parameter.integer("Change",24,72,36) table.insert(story,"Incy wincy spider climed up the spout") table.insert(story,"Down came a paper, and gave him such a clout") table.insert(story,"Out came the raindrops and washed him down the drain") table.insert(story,"Now Incy Wincy spider will not be back again.") print(#story) end function draw() -- This sets a dark background color background(40, 40, 50) font("Georgia") textMode(CENTER) fill(255, 244, 0) if fit == true then sizeAdjust() else size = Change end fontSize(size) textMode(CENTER text(story[1],cW,900) text(story[2],cW,830) text(story[3],cW,760) text(story[4],cW,690) end function sizeAdjust() -- local lp for lp = 1,#story do temp = string.len(story[lp]) if size < temp then size = temp end end size = sW*2/size end
  • dave1707dave1707 Mod
    edited May 2 Posts: 8,398

    @Bri_G I believe that the text always disappeared when it exceeded the width by so much. I’ll check my iPad 1 because I think it might go back that far.

    Tried showing text on my iPad 1 and it disappears after a fixed size.

  • Posts: 1,726

    @dave1707 - I think you’re right. Don’t use the text function that much, seem to remember having some problems when I first started using it. No error though so It’s a puzzle for anyone that uses it very infrequently. Posted a routine for adjusting this in another thread whilst working on an @Jarc post on game loading screen.

    Probably not use it again for a couple of years and post another query then!!!

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @Bri_G @dave1707 this is down to my (poor) text rendering implementation. I need to come back and revisit it, but that probably won't be until we start shipping Codea with the brand new Metal-based renderer

  • Posts: 534

    @Simeon the heros quest sound cloud asset no longer seems to exist.

  • edited May 3 Posts: 534

    @Simeon something has changed for craft.material.preset(). It used to work now it does not.

    This did work previously, but does not any longer:
    terrainEnt.material = craft.material.preset ("Surfaces:Desert Cliff")
    and gives error "could not cast uniform value"

    I think this should work, but does not:
    terrainEnt.material = craft.material.preset ("asset.builtin.Surfaces.Desert_Cliff")

    Actually with this command the picker does not work. Also, as far as i can see, preset is not documented in the reference.

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @piinthesky it's supposed to use the "Surfaces:Desert Cliff" syntax (one of the parts that's quite tricky to update to asset keys at the moment). But I'll look into it

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @piinthesky hero's quest assets download for me in the asset picker. What are you seeing?

  • edited May 3 Posts: 534

    @Simeon since the 223 beta,
    terrainEnt.material = craft.material.preset ("Surfaces:Desert Cliff")
    generates an error on scene:draw()
    "could not cast shader uniform value"
    Same error in two very different programs.

    Hmmm, the Heros quest is okay now, do those assets have to download for each codea update?

  • SimeonSimeon Admin Mod
    Posts: 5,364

    Not each Codea update, but it's possible they can get purged if your iPad is running low on space

  • Posts: 534

    @Simeon @John, by defining each component of the preset explicitly, i conclude the crash connected to using craft.material.preset comes from the normalMap.

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @piinthesky we've fixed the preset function in 3.2.2, next beta will have the fix

  • edited May 6 Posts: 534

    @Simeon, tested the fix for craft.preset.....
    if i use the old way to address the assets it no longer crashes.
    if i use the new way, it will always crash and exit codea (no error msg).

    Even though it works, i have the impression that the lighting on the image is darker/less shiny than before! Are you sure it is should be same as previously?

  • Posts: 534

    @Simeon is this the correct syntax for normalMap?

    terrainEnt.material.normalMap=readImage(asset.builtin.Surfaces.Desert_Cliff_Normal)

    in the material documentation, the readImage is not present and it indicates the old way to refer to an asset. Preset is not mentioned in documentation.

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @piinthesky @John implemented this fix so I might need to check with him. Will get back to you on that

  • SimeonSimeon Admin Mod
    Posts: 5,364

    @piinthesky the presets are used like this:


    myEntity.material = craft.material.preset(asset.builtin.Surfaces.Basic_Bricks)

    Or (the old way)


    myEntity.material = craft.material.preset("Surfaces:Basic Bricks")

    I think normalMap just has to be an image, not a preset. So you can't put an asset key for a preset into readImage, and would have to give it an asset key pointing to an image

Sign In or Register to comment.