Nice :-)
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Crimson Wizard on Fri 01/08/2025 23:11:41This is intended behavior, corresponding to a standard behavior of all the C-like languages
int x=0; // declare outside loop
while(x!=1) {
int x=0; // declare again inside loop, with same name
x=1;
}
Quote from: eri0o on Mon 21/07/2025 13:37:17I guess it would be better if it had two separate strategies for looking into things, one for files that are open and unsaved and one for the others, and then use the mostly appropriate strategy.
managed struct Parent {
int Id;
};
managed struct Child extends Parent {
String whatever;
};
Parent DoThingWithAnythingDerivedFromParent(Parent obj) {
return obj;
}
void game_start() {
Child child = new Child;
Child child2 = (Child) DoThingWithAnythingDerivedFromParent(child);
}
Quote from: Crimson Wizard on Fri 18/07/2025 12:50:40Please, open bug reports separately
Quote from: Crimson Wizard on Sat 19/07/2025 19:27:05That operation is supposed to restore sprites in game so long as the sources are available. Were they available?No, they were not -- that's what I meant. The project is about 10 years old, most of the sources are long gone and exist only inside the project's Sprites. The "of course" was not meant to be sarcastic :-)
Quote from: Monsieur OUXX on Fri 18/07/2025 18:26:43We may have this as a setting in Editor Preferences though.Yes. Most people will want more than one backup for sure -- by googling, I can find several instances of people panicking because the backup got instantly overwritten by the new file (the corrupt file).
Quote from: Crimson Wizard on Fri 18/07/2025 17:35:12So, I did some tests and can confirm that this starts happening after "Watch Panel" gets enabled. It even keeps happening if I hide "Watch Panel", the only way to make it stop is to restart the Editor.
Error: Out of memory.
Version: AGS 4.00.00.18
System.OutOfMemoryException: Out of memory.
at System.Drawing.Bitmap..ctor(Stream stream)
at AGS.Editor.BitmapTransparencyFixUp.LoadBitmap(Byte[] data)
at AGS.Editor.Components.RoomsComponent.LoadBackground(Int32 i)
at AGS.Editor.Components.RoomsComponent.LoadImageCache()
at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
Quote from: Crimson Wizard on Fri 18/07/2025 01:57:55Does the popup immediately disappear with 3.6.2?No, I just tried. It works properly in 3.6.2
Quote from: Crimson Wizard on Fri 18/07/2025 01:57:55Did it not display warnings about the currently opened room which you edited?No. Even when saving manually (ctrl+S).
Quote from: Crimson Wizard on Fri 18/07/2025 01:57:55There's likely no need to close current room anymore when compiling a game.Good thinking!
Quote from: Crimson Wizard on Fri 18/07/2025 00:22:55How many monitors do you have on your system? A while ago we have had a report that this window may move to another monitor.Usually yes, weird issues like this happen on multi-monitor setups. But today I'm purely on my laptop, with nothing else plugged in.
///////////// IN THE HEADER FILE ////////////////
struct MyStruct
{
import static attribute int SomeStaticValue;
};
//////////// In THE BODY ////////////////////////
int get_SomeStaticValue(this MyStruct*)
{
...
}
void set_SomeStaticValue(this MyStruct*, int value)
{
...
}
'MyStruct::get_SomeStaticValue' has the qualifiers '' here but 'static' elsewhere. See ./MyStruct.ash
static get_SomeStaticValue(this MyStruct*)
Expected 'static', found 'this' instead
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.036 seconds with 16 queries.