Comments (2)
Couldn't reproduce exactly what was happening in my own project though have a feeling it's related, if you double click on the castle-sprite-sheet to edit the animation you'll get a warning every time in the logs
Thank you for reporting, I fixed the warnings about missing animations.
Inturn causing issues such as being unable to reload the url aka the sprite animation unless you restart the editor but regardless on any changes you will need to restart everytime.
If you modified the sprite sheet (using CGE sprite sheet editor), it was indeed not reloaded automatically in the design. This was not really related to the warning -- it was just our TODO to detect file changes (whether done by sprite sheet editor, or any external application, e.g. when Blender writes glTF file) and automatically reload files at design-time. To reload explicitly, you can right-click on the TCastleScene object in hierarchy, and choose "Reload URL" from the context menu. Or close + open again the design. Or indeed restart the editor.
That said: I decided it's time finally implement automatic file watching :) It's now done. Saving new sprite sheet will automatically update the design. Changing any file in an external application will also automatically reload it in CGE at design-time.
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P.S. The new CGE version will be automatically build by Jenkins really soon, hopefully (Jenkins server seems a bit overloaded now).
You can watch the page snapshot...master to know when it is available. If the commit "Monitor files for changes, to automatically reload" will no longer be visible on that page, that means it is part of the release now and you can download latest CGE from https://castle-engine.io/download .
Note that you may need to press "Load more commits" on snapshot...master to make sure you see all commits.
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Related Issues (20)
- Trying to compile sample fps_game for android HOT 5
- LoadFromImage doing wierd things in Delphi TestCase HOT 2
- ParseURI + others in Delphi HOT 3
- TCastleScene.WasVisible has children but is not returning True HOT 3
- Protocol not supported (Case Sensitive?) HOT 3
- Inline shader failure HOT 1
- Delphi Leak Test HOT 3
- Access Violation When Renaming A Component HOT 7
- Fragment shader not compiled: error C7538: OpenGL does not allow 'mediump' after 'inout' HOT 3
- Have verbose (e.g. with full OpenGL raport) and non-verbose (mostly only with user's WritelnLog) log streams HOT 1
- [Editor] Viewport becomes unresponsive after previewing a model
- URIMimeType failure with valid URL HOT 1
- libpng implementation of TCastleImage and video (av) recording with Free Pascal HOT 1
- TCastleControl causes ReportMemoryLeaksOnShutdown for VCL to crash
- Lintian complains about CGE-generated DEBs HOT 1
- Warning: Textures: Releasing texture id 2 after OpenGL context is closed. This means that you free some OpenGL resources (like TDrawableImage) too late, you should move their destruction to an event like TCastleWindow.OnClose or TCastleControl.OnGLContextClose. HOT 2
- Ability to maximize window on start HOT 4
- size issue HOT 6
- Use on-screen keyboard on iOS (as we do on Android already)
- Validation support for X3D4 advanced audio nodes HOT 1
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