Engine Testing - 104.0-RC3

Engine Testing - 104.0-RC3

Discuss Spring news, such as fresh releases and press coverage, here.
Post Reply
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Engine Testing - 104.0-RC3

Post by hokomoko »

Third release-candidate for 104.0!

Changes since RC2
Various fixes

Major Changes since 103.0
  • Added LuaMenu
  • GL3.0 set as the minimum required OpenGL version
  • Improved memory management to allow multiple Spring.Reload() calls.
  • A zillion bug fixes
Changes in Detail:
changelog.txt
git diff last rc to HEAD

Download
See the download page for how to get it.

Bugs
If you find a bugs, please report to Mantis.
Please attach infolog.txt to the report!

Happy testing! :-)
User avatar
PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: Engine Testing - 104.0-RC3

Post by PepeAmpere »

Hi,

I run all our autotests also on the RC3, no regression since 103.0 identified.

I have two questions:
  • 1) Will be the VFS init debug shown in stable release?
  • 2) This is torturing me last 3 years in every game https://springrts.com/mantis/view.php?id=4389 Switching keyboards, even writing capital letters is impossible with this "feature". No shortcuts are better than bad shortcuts, esp. if there is no agreement.
User avatar
PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: Engine Testing - 104.0-RC3

Post by PepeAmpere »

Thx Kloot for resolving the 2)
User avatar
Vermind
Posts: 3
Joined: 14 Feb 2013, 18:08

Re: Engine Testing - 104.0-RC3

Post by Vermind »

I found this howto for disabling these accessibility things on Windows:
https://msdn.microsoft.com/en-us/librar ... s.85).aspx
This should probably go to some if (on windows) closure if implemented.
Here is also the spec of all the different settings that can be disabled / enabled this way:
https://msdn.microsoft.com/en-us/librar ... S.85).aspx
User avatar
PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: Engine Testing - 104.0-RC3

Post by PepeAmpere »

Vermind wrote:I found this howto for disabling these accessibility things on Windows...
If I understand the code and intention behind behavior right, it had not much to do with "these accessibility things on Windows". It was Spring hardcoded binding and I wanted to remove it.

From sociological perspective it is interesting that in the last week you are the fourth person who first assume "its problem of windows accessibility" and do not expect the problem was in Spring code/Spring design, not in Windows one.
gajop
Moderator
Posts: 3051
Joined: 05 Aug 2009, 20:42

Re: Engine Testing - 104.0-RC3

Post by gajop »

Fighting with such arbitrary solutions is adding implementation cost to any new project which will start to use Spring.
This is well said, and applies to many other Spring-related things. But it seems an improvement was made for this particular issue.
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Engine Testing - 104.0-RC3

Post by Silentwings »

It was Spring hardcoded binding and I wanted to remove it.
There is no such thing as a hardcoded keybinding in spring. All keybinds are customizable e.g. http://imolarpg.dyndns.org/trac/balates ... t_keys.lua. The engine simply sets some removable defaults.

You can even call /unbind all and have no keybinds at all (but you will immediately get stuck trying to send a chat message, and then it won't be so easy to quit...).
User avatar
PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: Engine Testing - 104.0-RC3

Post by PepeAmpere »

Silentwings wrote:
It was Spring hardcoded binding and I wanted to remove it.
There is no such thing as a hardcoded keybinding in spring.... The engine simply sets some removable defaults.
Yes, your description is more precise, but core of my argument is that defaults you have to change with high probability are also probably annoying from the perspective of the new user.

Btw link to such example widget would be nice to have at https://springrts.com/wiki/Lua_Unsynced ... me_Console at Spring.SendCommands. I will link if it you are not against it and given URL is expected to survive few years.
Silentwings wrote:You can even call /unbind all and have no keybinds at all
Yes, but having no defaults as default is another extreme for first-timers. Not bad as a global doctrine for engine development, but at the same time there should be always ready ABC game (with some default) which I can always show to people while promoting the engine = "few minutes to setup your first game, cool, right?"
User avatar
PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: Engine Testing - 104.0-RC3

Post by PepeAmpere »

hokomoko wrote:Happy testing! :-)
I apologize for noobish terminology I will use in next question:

I'm always a bit unsure regards default handlers files - for me the maintenance is easier if I stick with default one but it seems the default one is missing some events. I guess if there would be some performance reason, there would be enabling/registration technique similar to Script.SetWatchWeapon for addon.ProjectileCreated(proID, proOwnerID, weaponDefID)

Copy of actual version of wiki:

Code: Select all

addon.UnitEnteredAir(???)
    ??? Not implemented by base handler
addon.UnitLeftAir(???)
    ??? Not implemented by base handler
addon.UnitEnteredWater(???)
    ??? Not implemented by base handler
addon.UnitLeftWater(???)
    ??? Not implemented by base handler
Once I stop to use my custom gadgets.lua, i have this in log

Code: Select all

[f=-000001] Loaded SYNCED gadget:  UnitMorph           <unit_morph.lua>
[f=-000001] Error: UpdateCallIn: UnitEnteredWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitLeftWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitEnteredWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitLeftWater is not implemented
[f=-000001] Loaded SYNCED gadget:  Units on fire       <unit_is_on_fire.lua>
[f=-000001] Error: UpdateCallIn: UnitEnteredWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitLeftWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitEnteredWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitLeftWater is not implemented
[f=-000001] Loaded SYNCED gadget:  customCommandsGadget  <customcommands.lua>
[f=-000001] Error: UpdateCallIn: UnitEnteredWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitLeftWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitEnteredWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitLeftWater is not implemented
[f=-000001] Loaded SYNCED gadget:  customResources     <customresources.lua>
[f=-000001] Error: UpdateCallIn: UnitEnteredWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitLeftWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitEnteredWater is not implemented
[f=-000001] Error: UpdateCallIn: UnitLeftWater is not implemented

etc.
So for me this is signal that we do not have those in default gadgets.lua.

I see no mantis ticket for it. Is this situation intended?
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Re: Engine Testing - 104.0-RC3

Post by hokomoko »

They were added exactly one commit after the RC (thanks to Sprung).

https://github.com/spring/spring/commit ... 3bcb77d19d
User avatar
PepeAmpere
Posts: 589
Joined: 03 Jun 2010, 01:28

Re: Engine Testing - 104.0-RC3

Post by PepeAmpere »

Great, thanks.
Post Reply

Return to “News”