Ashley's Forum Posts

  • Closing as nothing we can do without a .capx. That error should not normally happen unless you use a great many physics objects, though.

  • Well, this is more of a feature request for camera resolution selection than a bug, but it was easy to add so it's supported in the next build.

  • When you turn seamless mode off, Tilemap reverts to a different rendering system which uses tiling textures, which due to the current limitations of WebGL 1 must be a power-of-two size. (WebGL 2 removes that restriction.) Since you picked a non-power-of-two tile size this causes the tile to be stretched which causes the slight blur that you see. It's always worked like this, it's not a recent change.

    TBH seamless mode "off" has all sorts of problems and we will probably remove it at some point. Just use seamless mode "on".

  • I can reproduce. It looks like a very weird issue: keyboard input and physics have literally nothing to do with each other, they are entirely separate in the C2 codebase. I guess this is some kind of bug with Microsoft Edge, particularly since all the other browsers work, so you should probably report it here instead: https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/

  • Closing as another case of keyboard ghosting.

  • Closing as it appears to actually be working correctly. If you say "A collides with B", only one B is picked, whereas you appear to want it to report that two B are picked, which is wrong.

  • This problem appears to have been a Chrome bug which was subsequently fixed: https://bugs.chromium.org/p/chromium/issues/detail?id=518863

    Closing as this should not happen any more, please file a new report following all the guidelines if you still have any issues.

  • I've made the requested change, but not tested it since there is no .capx, so hopefully that fixes it...

  • Have you tried pressing "Reset dialogs" in Preferences?

  • I can't reproduce it on a Windows PC with Chrome. I don't want to have to buy an iMac just to test this since that would be very expensive.

    You have not indicated which browsers are affected, so I assume it's Safari specific? If so you should report the problem to Apple instead since it's probably a Safari bug.

    Closing as won't fix.

  • This looks like a bug in Windows - it used to work fine, but now merely accessing the "licenseInformation" property causes it to throw an "unknown runtime error" exception :-\ I've worked around it for the next build which prevents it crashing, but it means none of the licensing features are available - so you can't access purchases, test if in trial mode, etc. If that's a problem for you, you might want to take it up with Microsoft.

  • In my experience SSDs are great for general system performance, but I'm not sure it would help preview mode. Preview tends to just read a bunch of files from disk. If you have lots of RAM and a modern OS, it will probably keep a cache of regularly-used files in RAM. So while the first few previews might be slow, eventually it loads the regularly used files in to RAM then it's not hitting the hardware at all! So maybe just make sure you have a couple of GB free in RAM for the OS to cache with.

    As saiyadjin says the strong point of SSDs is random read/writes which is things like starting up a complex app, or booting Windows.

  • Google update their hardware blacklist if they find systems with buggy or unreliable drivers/hardware, so it could be that your system now falls back to software rendering.

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  • I think Intel said you have to make sure the Cordova "device" plugin is in the project or it won't work. Still, better to post on Intel's forums about this.

  • The Packaging mostly takes up to 30 minutes on my PC, and a lot less on my laptop.

    Jeez, that sounds like your system is running out of memory and swapping solidly for 25 minutes or something. IIRC the packaging step consists solely of creating package.nw, which is basically adding all your project files to a zip. So it shouldn't take significantly longer than doing the same from Windows. I'd imagine it's limited by your hard disk write speed. It also doesn't compress any NW.js files so the NW.js version should have no impact on this at all.

    You could try disabling antivirus/Windows Defender in case that is slowing it down (AV may scan everything written to disk in real-time).

    30 minutes is extreme and sounds like some kind of fault condition (or poor hardware? :-\) but assuming export can finish in <5 minutes, that seems reasonable to me - I never thought anyone would export regularly, you do all your testing from C2's preview mode then you export once for publishing, right?