There was a major bug in the system that was causing the simulation to initiate multiple separate game loops. This should now be fixed.
project-server.Initialize is now hooked on APP_RUN, not APP_START.
Protect api-sim.Stage() from being a second invocation while first is still loading. Prevents inadvertently starting multiple game loops.
Remove api-sim's APP_START hook that called Stage(). api-sim.Start() should have a single point of initiation from UR.SystemAppRun (via UR.SystemAppConfig). The hook to APP_START would invoke a second loop.
Remove SystemAppConfig from SlotEditor_Block
Char Control
Restored cursor control to CharController. Update charController bp list after injecting cursor.
Renaming
Renaming blueprint on ScriptEditor now properly deletes Main blueprint. Move save from ScriptView_Pane to editmgr.
Validation
Fix # TAG validation. True/False value is now valid.
Hide BLUEPRINT basename from GUI to prevent students from inadvertently adding a base blueprint class.
Minor Fixes
The default assets folder is now art-assets, rather than local.
Physics' internal methods are now hidden (intersectsWith*)
Made some Costume methods advanced: colorHSVWIthinRagne, initHSVColorSclae, getHSVColorScaleColor
Agent x, y, scale are now advanced symbols to encourage users to use Movement. initScripts still use x,y.
At some point we will have to reconcile all of this.
Remove extra SimPlaces call in project-server.Initialize. DoSimReset already calls SimPlaces.
Auto-convert HIDDEN, ADVANCED, LOCKED symbols to lowercase to avoid operator error
Testing
For future reference, an easy way to test for multiple loops is to add a logger in one of the feature update loops, e.g. in feat-physics:
function m_Update(frame) {
console.error('PHYSICS update', frame)
If you get multiple updates either with the same frame count or with multiple overlapping frame counts, then there's something wrong. e.g. This suggests that there are two loops running:
Merges dev-bl/next-gui-workshopfixes -> dev-next-gui
Major Fixes
Fixed Multiple Loop Invocation
There was a major bug in the system that was causing the simulation to initiate multiple separate game loops. This should now be fixed.
Char Control
Renaming
Validation
# TAG
validation. True/False value is now valid.Minor Fixes
art-assets
, rather thanlocal
.x
,y
,scale
are now advanced symbols to encourage users to use Movement. initScripts still use x,y. At some point we will have to reconcile all of this.SimPlaces
call in project-server.Initialize. DoSimReset already calls SimPlaces.Testing
For future reference, an easy way to test for multiple loops is to add a logger in one of the feature update loops, e.g. in feat-physics:
If you get multiple updates either with the same frame count or with multiple overlapping frame counts, then there's something wrong. e.g. This suggests that there are two loops running:
e.g. this suggests a third loop was invoked: