Giter Site home page Giter Site logo

builder's People

Contributors

nommiin avatar short-bread avatar yellowafterlife avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar

builder's Issues

New Feature/Setting - Focus Output Tab

I'd like to have a "Focus Output Tab" tick-box setting in the options, so that it can be deselected by the user - the result is the tab focus remains on the users project code when compiling (via F5) - as currently when the user compiles the output tab always takes focus which can be a little annoying.

Game automatically close when access resources inside "Include Files"

I use Yal's GMLive as a script engine. When I try to execute scripts include in "Include Files" via live_execute_file() the game close silently without any errors. GMS2 IDE doesn't have this problem.

Untitled

Edit: I checked the folder generated by the builder and saw all files are in there so I don't know what cause the problem.

Edit2: Both GMS2 and GMEdit use the same runtime: 2.2.5.38

Run greyed out

Nice work on this one! I can't get the plugin to work though. "Run" is greyed out (with a project opened). I use Windows 7. If I go to builder settings and click Reload runtimes, I get an error message saying: "The given runtime location does not exist!". The runtime location is correct.

TempFolder path not found when not previously set

in build.js, a path to the GMS2TEMP folder is constructed using the local_settings.json in the user folder.

let temppath = usersettings["machine.General Settings.Paths.IDE.TempFolder"] + "/GMS2TEMP";

It just so happens that I've never set this path in the IDE itself, so my local_settings.json does not have the entry for machine.General Settings.Paths.IDE.TempFolder and it simply returns undefined and throws an error in the dev tools console. Setting the path to something different (in the GMS2 IDE under File > Preferences > General Settings > Paths > Temp directory) and then replacing it with the default again (C:\Users\<USERNAME>\AppData\Local\GameMakerStudio2) updated the local_settings.json accordingly.
My guess would be to just assume the default path when the entry is not found, since it implies that the option was never changed to begin with. I don't know if that's the case for everyone or my local_settings.json is just messed up, though.

Great work on the plugin! This pushes GMEdit just one step closer to a full replacement for the IDE!

"Run Project" not appearing in GMEdit

Hi there

I'm running the latest GMEdit on a Mac. I placed the 3 files into:
/Users/<username>/Library/Application Support/AceGM/GMEdit/plugins as per instruction:
image

But Run Project option is not appearing in GMEdit's main menu:
image

What am I doing wrong?

bug

QQ截图20190514041339

Compile Started: 04:13:01
Using Runtime: runtime-2.2.2.326
Using Temporary Directory: C:\Users\Administrator\AppData\Local/GameMakerStudio2/GMS2TEMP
Using Virtual Drive: N
Using Output Path: N:/伪rpg_0ED386ADReading project file....D:\Users\Administrator\Documents\GameMakerStudio2\伪rpg
Reading project file....C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.2.326\BaseProject
Reading config delta 'D:\Users\Administrator\Documents\GameMakerStudio2\伪rpg\options\main\inherited\options_main.inherited.yy'
finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Global scripts...finished.
finished.
collapsing enums.
Final Compile...finished.
Looking for built-in particle images in C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.2.326\bin\ParticleImages
Saving IFF file... N:/伪rpg_0ED386AD\伪rpg.win
Writing Chunk... GEN8
option_game_speed=60
Writing Chunk... OPTN
Writing Chunk... LANG
Writing Chunk... EXTN
Writing Chunk... SOND
Writing Chunk... AGRP
Writing Chunk... SPRT
Writing Chunk... BGND
Writing Chunk... PATH
Writing Chunk... SCPT
Writing Chunk... GLOB
Writing Chunk... SHDR
Writing Chunk... FONT
Writing Chunk... TMLN
Writing Chunk... OBJT
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... EMBI
Writing Chunk... TPAGE
Texture Group - Default
Writing Chunk... TGIN
Writing Chunk... CODE
Writing Chunk... VARI
Writing Chunk... FUNC
Writing Chunk... STRG
Writing Chunk... TXTR
0 Compressing texture... writing texture texture_0.png...
1 Compressing texture... writing texture texture_1.png...
Writing Chunk... AUDO
Writing Chunk... SCPT
Writing Chunk... DBGI
Writing Chunk... INST
Writing Chunk... LOCL
Writing Chunk... STRG
Stats : GMA : Elapsed=9350.1428
Stats : GMA : sp=26,au=0,bk=0,pt=0,sc=2082,sh=1,fo=1,tl=0,ob=24,ro=1,da=9,ex=4,ma=23,fm=0xF660B7BF7FFF7FB5
FAILED to load File

Removing Virtual Drive: N
Compile Ended: 04:13:43

Won't compile if temporary directory is on a slave drive

Compiling stalled here. Moving my temporary directory to C: fixed it. (Thank you very much for making this!)

bug

(edit) Might've found another bug...it seems that after I compile a bunch and reach virtual drive Z, GMEdit freezes. Cleaning virtual drives fixes it. If virtual drives aren't cleaned automatically maybe they should be?

Compile uses non-existent virtual drive occasionally

On occasion the compiler tries to either use a virtual drive that doesn't exist, or removes the virtual drive at the start of compiling. This happens seemingly at random.
I've removed some directory information in the code below.

Compile Started: 14:24:33
Using Runtime: runtime-2.2.4.374
Using Temporary Directory: C:\Users\_____\AppData\Local/GameMakerStudio2/GMS2TEMP
Using Virtual Drive: M
Using Output Path: M:/project_2454BD9D
Removing Virtual Drive: M
Compile Ended: 14:24:34Reading project file....C:\Users\_____\project
Reading project file....C:\ProgramData\GameMakerStudio2\Cache\runtimes\runtime-2.2.4.374\BaseProject
Reading config delta 'C:\Users\_____\project\options\main\inherited\options_main.inherited.yy'
-----------------------------------------------------------------------------
System.IO.DirectoryNotFoundException: Could not find a part of the path 'M:\shdr_bloom.shader'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.StreamWriter.CreateFile(String path, Boolean append, Boolean checkHost)
   at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize, Boolean checkHost)
   at System.IO.File.InternalWriteAllText(String path, String contents, Encoding encoding, Boolean checkHost)
   at GMAssetCompiler.GMShader.LoadShaders(String fragmentShaderFilename, String vertexShaderFilename)
   at GMAssetCompiler.GMShader..ctor(GMAssets _a, String _filename, Dictionary`2 _shader)
   at GMAssetCompiler.GMAssets.�(Boolean �)
   at GMAssetCompiler.GMAssets.�(JsonTextReader �, String �)
   at �.�.�(String �)
   at �.�.�(String �)
   at GMAssetCompiler.Program.�(List`1 �)
   at GMAssetCompiler.Program.�(String[] �)
-----------------------------------------------------------------------------
EXCEPTION FILE - 
C:\Users\_____\AppData\Local\Temp\8ff98fa3f3294da9a72c5e240b4132cf.yyg.saencryptedreport
-----------------------------------------------------------------------------

Virtual Drives never removed

Essentially, at some point builder stopped working. If I hit the F5 button, GMEdit would just lock up entirely, and I wouldn't be able to click on anything, including the Close and Minimize buttons. Reinstalling GMEdit and builder did not fix anything.

I also noticed that for some reason I seemed to have suddenly gained 25 new drives on my computer, one for each letter of the alphabet (except for C, obviously, since that's my main drive). I could not click on or interact with any of these drives.
I restarted my computer, and afterward noticed that 1.) GMEdit and builder worked again, and 2.) The mystery drives were gone.

After paying close attention to the builder log, I realized that builder apparently uses virtual drives, and so I assume those 25 extra drives must have been drives that weren't removed after the game was closed.

I'm not sure what caused this to happen, unfortunately, but I thought the issue was still worth bringing attention to.

Image of the many mystery drives:
image

Auto save all files when running the game

Is there a way to specify in the config that Builder should auto-save all unsaved files on F5/Run, in order to always run the latest version (like the behavior from GameMaker Studio).

Also, it will be nice to close the output tab when the game has been closed (configurable, like in GMS) or even close previous output tabs when a new run is launched.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.