Comments (5)
A potential problem already discovered: Building Ogre in release mode and Thrive in debug mode will lead to errors about missing Ogre libraries because they are expected to have the "_d" suffix. So Ogre should be compiled in debug mode (or both release and debug).
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Currently working on it, see https://docs.google.com/document/d/1FGMzODYC8fRpW9uTvpN7YJ8vPJitA3GBuo998efgxJk/edit?pli=1#
and http://pastebin.com/2e3xAmev for current progress. Build script works on Ubuntu Trusty, next steps are to clean/improve/harden the script, and get it on Travis
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One thing to remember is that not all linux distros use apt-get install. I'm on Arch so it's pacman -S instead.
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Oh, for sure. The current script doesn't even work on previous Ubuntu versions, it would be extremely conceited to think it works out of the box on another distro entirely. We have, however, managed to condense the workarounds necessary for CEGUI quite a bit, so hopefully that'll help with platform switches.
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I have written a basic one and @billythakidd04 said that he would amend it with Ubuntu specific extra stuff. So this is done
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Related Issues (20)
- Check that used engulfing capacity works correctly (in colonies) HOT 1
- Easter Egg spawning causes warning (investigate, maybe only engulf now causes warnings)
- ATP bar no longer stays properly full instead it flickers near the top
- Fix Engulfed object doesn't have attached to component set when doing bulk animation HOT 1
- Add error catch and user friendly error message for native library load fail
- Switch to file-scope namespaces once we use Godot 4 HOT 1
- Add check for native library initialization about required CPU features like AVX
- Attached entity position lags one frame behind in colony attached engulfers
- Viewing patch notes no longer grabs focus correctly HOT 1
- Spacebar no longer activates buttons in popups (only enter does) HOT 2
- Phantom pilus collisions get added to cell colonies in certain situations HOT 2
- Colony (lead) cell can get stuck flashing very rapidly red when taking damage
- Reimplement custom drag system for microbes if desired
- Patch map initial scroll out can hitch a bit (lag spike when zooming out)
- Make clicking the signaling agent (pack commands) action bar item work for selecting the command
- Fix the root cause behind "Entity is stuck inside a dead engulfer" HOT 4
- Auto-evo exploring tool worlds after the first now don't display the map
- RunResults LogEvent calls need to reveal their patch names once the player discovers the patches
- ATP tutorial can trigger on the patch map tab
- Test if FastNoiseLite would be faster in the C++ module
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