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License: Other
Spine module for godot game engine
License: Other
On the final build stage throws this:
"C:\Users\Teashrock\Documents\Development\Not-Mine\godot-3.2-stable\modules\mono\glue\GodotSharp\GodotSharp.sln" (целев
ой объект по умолчанию) (1) ->
"C:\Users\Teashrock\Documents\Development\Not-Mine\godot-3.2-stable\modules\mono\glue\GodotSharp\GodotSharp\GodotSharp.
csproj" (целевой объект по умолчанию) (2) ->
(Целевой объект CoreCompile) ->
Generated\GodotObjects\Spine.cs(319,33): error CS1750: Использование значения типа "float" в качестве параметра по ум
олчанию недопустимо, так как отсутствуют стандартные методы преобразования в тип "string". [C:\Users\Teashrock\Document
s\Development\Not-Mine\godot-3.2-stable\modules\mono\glue\GodotSharp\GodotSharp\GodotSharp.csproj]
Generated\GodotObjects\Spine.cs(328,32): error CS1750: Использование значения типа "float" в качестве параметра по ум
олчанию недопустимо, так как отсутствуют стандартные методы преобразования в тип "string". [C:\Users\Teashrock\Document
s\Development\Not-Mine\godot-3.2-stable\modules\mono\glue\GodotSharp\GodotSharp\GodotSharp.csproj]
Предупреждений: 7
Ошибок: 2
In case if You don't know Russian: it complains about impossibility of using "float" typed value as default parameter, because of lack of a standard methods of conversion "float" type to "string" type.
Hello I new to Godot. Is it any way to build this module for mono? I try to generate mono-glue, and have errors ERROR: _get_type_by_name_or_placeholder: Type not found. Creating placeholder: Spine.AnimationProcessMode
. What I need to edit for register methods?
Sorry if this isn't the right place to ask...
I select load from the menu on the "Resource" key under Spine in the properties inspector and the file browser states that it recognises .json
and .skel
files, amongst others, but when I try to load one of the sample exports from Spine (I've tried alien and spineboy, both json and skel files) that I've copied into my Godot project directory, I get an error Error loading file: Not a resource
.
The same same steps worked in this video https://www.youtube.com/watch?v=m0liBPf1NW8
What am I missing? Thanks!
Hi,
I got the lastest version of branch master of Godot and it can´t compile the spine module. Probably because of the lastest changes in Godot:
https://godotengine.org/article/why-we-broke-your-pr
any one found a way to compile the spine module without errors?
Line 212 in 3abeaaf
Yes. There is some bug:
#if defined(ERR_FAIL_COND_V_MSG)
ERR_FAIL_COND_V_MSG(res->data == NULL, RES(), bin->error);
#else
ERR_EXPLAIN(bin->error);
ERR_FAIL_COND_V(res->data == NULL, RES());
ERR_FAIL_COND_V_MSG(res->data == NULL, RES(), bin->error); // AAAA WATAFK
#endif
In code, we check the ERR_FAIL_COND_V_MSG is defined, but if it isn't, we whatever use it
When compiling from master branch with Godot 3.1 beta 11 I'm getting the error:
modules/spine/spine.cpp:1072:78: error: passing 'const Vector2' as 'this' argument discards qualifiers [-fpermissive]
points[idx] = Vector2(info->vertices[idx * 2], -info->vertices[idx * 2 + 1]);
If I delete all #if (VERSION_MAJOR == 3 && VERSION_MINOR >= 1)
conditions and corresponding else branches (leaving only 3.1 lines) the compilations succeeds.
However, in this case I'm getting the following when I try to add resource to Spine
node:
[1] /usr/lib/libc.so.6(+0x37e00) [0x7f419a5f5e00] (??:0)
[2] /usr/lib/libc.so.6(+0x15f715) [0x7f419a71d715] (??:0)
[3] /home/bemyak/Downloads/godot-3.1-beta11/bin/godot.x11.tools.64(spSkeletonJson_readSkeletonData+0x19f) [0x161a702] (/home/bemyak/Downloads/godot-3.1-beta11/modules/spine/src/spine/SkeletonJson.c:600)
[4] /home/bemyak/Downloads/godot-3.1-beta11/bin/godot.x11.tools.64(spSkeletonJson_readSkeletonDataFile+0x7d) [0x161a539] (/home/bemyak/Downloads/godot-3.1-beta11/modules/spine/src/spine/SkeletonJson.c:573)
[5] ResourceFormatLoaderSpine::load(String const&, String const&, Error*) (/home/bemyak/Downloads/godot-3.1-beta11/modules/spine/register_types.cpp:190 (discriminator 3))
[6] ResourceLoader::_load(String const&, String const&, String const&, bool, Error*) (/home/bemyak/Downloads/godot-3.1-beta11/core/io/resource_loader.cpp:272 (discriminator 6))
[7] ResourceLoader::load(String const&, String const&, bool, Error*) (/home/bemyak/Downloads/godot-3.1-beta11/core/io/resource_loader.cpp:408)
[8] EditorPropertyResource::_file_selected(String const&) (/home/bemyak/Downloads/godot-3.1-beta11/editor/editor_properties.cpp:1983)
[9] MethodBind1<String const&>::call(Object*, Variant const**, int, Variant::CallError&) (/home/bemyak/Downloads/godot-3.1-beta11/./core/method_bind.gen.inc:729 (discriminator 12))
[10] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:943 (discriminator 1))
[11] Object::emit_signal(StringName const&, Variant const**, int) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:1229 (discriminator 1))
[12] Object::emit_signal(StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:1285)
[13] EditorFileDialog::_action_pressed() (/home/bemyak/Downloads/godot-3.1-beta11/editor/editor_file_dialog.cpp:357 (discriminator 4))
[14] EditorFileDialog::_item_dc_selected(int) (/home/bemyak/Downloads/godot-3.1-beta11/editor/editor_file_dialog.cpp:535)
[15] MethodBind1<int>::call(Object*, Variant const**, int, Variant::CallError&) (/home/bemyak/Downloads/godot-3.1-beta11/./core/method_bind.gen.inc:729 (discriminator 12))
[16] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:943 (discriminator 1))
[17] Object::emit_signal(StringName const&, Variant const**, int) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:1229 (discriminator 1))
[18] Object::emit_signal(StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:1285)
[19] ItemList::_gui_input(Ref<InputEvent> const&) (/home/bemyak/Downloads/godot-3.1-beta11/scene/gui/item_list.cpp:566 (discriminator 4))
[20] MethodBind1<Ref<InputEvent> const&>::call(Object*, Variant const**, int, Variant::CallError&) (/home/bemyak/Downloads/godot-3.1-beta11/./core/method_bind.gen.inc:729 (discriminator 12))
[21] Object::call_multilevel(StringName const&, Variant const**, int) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:777 (discriminator 1))
[22] Object::call_multilevel(StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:884)
[23] Viewport::_gui_call_input(Control*, Ref<InputEvent> const&) (/home/bemyak/Downloads/godot-3.1-beta11/scene/main/viewport.cpp:1542 (discriminator 2))
[24] Viewport::_gui_input_event(Ref<InputEvent>) (/home/bemyak/Downloads/godot-3.1-beta11/scene/main/viewport.cpp:1844 (discriminator 3))
[25] Viewport::input(Ref<InputEvent> const&) (/home/bemyak/Downloads/godot-3.1-beta11/scene/main/viewport.cpp:2668 (discriminator 2))
[26] Viewport::_vp_input(Ref<InputEvent> const&) (/home/bemyak/Downloads/godot-3.1-beta11/scene/main/viewport.cpp:1319)
[27] MethodBind1<Ref<InputEvent> const&>::call(Object*, Variant const**, int, Variant::CallError&) (/home/bemyak/Downloads/godot-3.1-beta11/./core/method_bind.gen.inc:729 (discriminator 12))
[28] Object::call(StringName const&, Variant const**, int, Variant::CallError&) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:943 (discriminator 1))
[29] Object::call(StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/home/bemyak/Downloads/godot-3.1-beta11/core/object.cpp:868)
[30] SceneTree::call_group_flags(unsigned int, StringName const&, StringName const&, Variant const&, Variant const&, Variant const&, Variant const&, Variant const&) (/home/bemyak/Downloads/godot-3.1-beta11/scene/main/scene_tree.cpp:262)
[31] SceneTree::input_event(Ref<InputEvent> const&) (/home/bemyak/Downloads/godot-3.1-beta11/scene/main/scene_tree.cpp:418 (discriminator 6))
[32] InputDefault::_parse_input_event_impl(Ref<InputEvent> const&, bool) (/home/bemyak/Downloads/godot-3.1-beta11/main/input_default.cpp:414)
[33] InputDefault::parse_input_event(Ref<InputEvent> const&) (/home/bemyak/Downloads/godot-3.1-beta11/main/input_default.cpp:260)
[34] InputDefault::flush_accumulated_events() (/home/bemyak/Downloads/godot-3.1-beta11/main/input_default.cpp:677)
[35] OS_X11::process_xevents() (/home/bemyak/Downloads/godot-3.1-beta11/platform/x11/os_x11.cpp:2462)
[36] OS_X11::run() (/home/bemyak/Downloads/godot-3.1-beta11/platform/x11/os_x11.cpp:3004)
[37] /home/bemyak/Downloads/godot-3.1-beta11/bin/godot.x11.tools.64(main+0xdc) [0x1179232] (/home/bemyak/Downloads/godot-3.1-beta11/platform/x11/godot_x11.cpp:56)
[38] /usr/lib/libc.so.6(__libc_start_main+0xf3) [0x7f419a5e2223] (??:0)
[39] /home/bemyak/Downloads/godot-3.1-beta11/bin/godot.x11.tools.64(_start+0x2e) [0x117909e] (??:?)
-- END OF BACKTRACE --
Archive.zip
using attached file to test
Basically same problem with dragon bones module but in spine_batcher.cpp(89):
Commit that break compilation:
godotengine/godot@b3e4bc5
I am trying
var newSkin = Skin.new()
or
Skin_create("new")
but all I am getting is "not declared in current class"
I want to use this module in Godot 3.2 beta2, compiling for 3.2 beta1 is ok, but it gets error when compiling for beta2.
Hello,
Godot 3.0 is a reality now and some modest efforts would be enough to bring this module up to speed with the stable branch. Newer Godot features, however, open up a lot of possibilities for module developers.
Do you, as project maintainer, have something specific in mind as to what this module should look like alongside Godot 3.0 stable?
Keep on with compatibility updates, GDNative, world domination...
Thanks in advance and congrats for the nice work so far.
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