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Rendering: Fix debug CanvasItem redraw rects in RD renderer ( GH-103017 ). See the GitHub issue tracker for a complete list of known bugs. Bug reports As a tester, we encourage you to open bug reports if you experience issues with this release. Particles: Fix particle not re-randomizing every emission ( GH-103068 ).
This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. and begin preparing for 4.5.
More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. While waiting on compiles to fix a critical bug, I can’t help but imagine Azure is running hundreds of jobs on some pour Windows machine stuffed in the corner of Steve Ballmer’s old and forgotten office.
Weve been keeping busy these past two weeks squashing the bugs that cropped up in 4.4 feature freeze, so our energy has been focused on addressing any new regressions or the aforementioned bugs. Were still aiming for a release sometime next month, but that all depends on how effectively new bugs get reported during this period.
Sometimes a bug is easy to catch. Sometimes a bug is difficult to reproduce. Here are some of the qualities that can make a bug difficult to nail down: [ Build-specific ] - The bug only shows up in release or final builds. Platform-specific - The bug only shows up on a particular platform (e.g.
beta 1 release last week, there have been more than 70 bugs fixed and over 100 bug reports created! Bug hunting day on Saturday 9 December. Bug hunting day on Saturday 9 December. We propose to have a special bug hunting day tomorrow (Saturday 9 December), to focus on fixing the bugs reported for the 3.0
Hello all, While using a label with cache mode CHAR and assigning empty string, then calling updateRenderData(true) gives error for failing assert in RenderData.updateRenderData in DEBUG mode in native.(web This might be a bug in CC3.8.3 web works fine) Any help to fix this would be appreciated. since it was working fine in CC3.8.2.
More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. While waiting on compiles to fix a critical bug, I can't help but imagine Azure is running hundreds of jobs on some pour Windows machine stuffed in the corner of Steve Ballmer's old and forgotten office.
For debugging, I set node color default to (170,170,170) then using script it will increase to 255 in “duration”. I’m using Cocos Creator 2.4.6, somehow I try to change the node color via script is not working. I remember it used to work. 我在使用Cocos Creator 版本 2.4.6 2D, 我想要透过typescript更改node的颜色但是不能,我记得好像以前是没问题的。
For debugging, I set node color default to (170,170,170) then using script it will increase to 255 in “duration”. I’m using Cocos Creator 2.4.6, somehow I try to change the node color via script is not working. I remember it used to work. 我在使用Cocos Creator 版本 2.4.6 2D, 我想要透过typescript更改node的颜色但是不能,我记得好像以前是没问题的。
Likewise, for graphics development, it is vital that you feel empowered to handle any bug fix or optimization need that could arise. There is always some layer of abstraction between the physical computer and the application that you are building, but you can’t optimize and debug what you can’t see. What are developer tools?
” Evan Anthony: “Our debugging tools are so cool! Intricate things Reflecting on the development of Nirvana Noir , Anthony admits that it’s quite the challenge to develop a game free of bugs. Our first game, Genesis Noir, released with its fair share of bugs.
You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Bug reports.
You can debug the following code to see if there are any exceptions. The same didn’t work on Mac. Issues happen with CC 3.7.2 This situation may be caused by the failure of font loading, you can see if there is an output error message?
Editor: Add button to keep the debug server open ( GH-69164 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release. Editor: Fixes and improvements to Search Results dock ( GH-66574 ).
It works ok when debugging. When building my cocos creator 3.8 project to web the.name variable of function returns wrong answer. (“t”/“e” t”/“e” instead of the real function name). editor/browser/simulator) but stop working when building it. build) In the build settings “Erase module structure” is selected. Otherwise it doesn’t work for me).
It works ok when debugging. When building my cocos creator 3.8 project to web the.name variable of function returns wrong answer. (“t”/“e” t”/“e” instead of the real function name). editor/browser/simulator) but stop working when building it. build) In the build settings “Erase module structure” is selected. Otherwise it doesn’t work for me).
It works ok when debugging. When building my cocos creator 3.8 project to web the.name variable of function returns wrong answer. (“t”/“e” t”/“e” instead of the real function name). editor/browser/simulator) but stop working when building it. build) In the build settings “Erase module structure” is selected. Otherwise it doesn’t work for me).
If you do that, you can also easily debug whether your path gets cleared during move My suggestion is to reuse the same graphics component and graphics node, wrap them in a prefab, just clear path when touch start, and close path when touch ends.
Despite efforts to pinpoint the exact cause, debugging has been challenging. Are there any known instances of this bug occurring due to specific reasons in the past? @zzy Previously, the game functioned correctly. However, after introducing new scripts and components, the described issue emerged.
Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release.
enable the Debug option disable the Encrypt JS option build debug in Android Studio then you can address the specific line when the JS code causes errors. On the Build Panel, try the following steps.
Mwangi is deeply grateful to his support network and everyone who assisted in testing his game for bugs. One of the perks of having many talents is the ability to switch tasks when challenges arise, like tackling a bug in game development. This shift makes it easier for him to return to debugging in Unity.
Rendering: Fix several render issues found while debugging XR ( GH-68102 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release. Rendering: Fix cluster_render.glsl failing on some Macs ( GH-67746 ).
best way to debug this kind of bugs is to activate physic debugging, add this to your code. onLoad() { PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | EPhysics2DDrawFlags.Pair | EPhysics2DDrawFlags.CenterOfMass | EPhysics2DDrawFlags.Joint | EPhysics2DDrawFlags.Shape; }
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Fix for the dangling Variant bug. and 3.2.1. The fix made in the 3.2
But as a result, it's actually a pretty exciting "maintenance" release with various new features and a great deal of bug fixes. A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues.
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ) ( added in 3.2.2 Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2
Notable changes since RC 1: Core: Fix ClassDB API portability for API hash calculation ( GH-35326 ) (fixes false positive "Core API hash mismatch" error on C# debug builds). There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them.
release with bug fixes in 3.2.1 , we're now looking at integrating some new features that didn't make it into the 3.2 Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2 and 3.2.1.
This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better. Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2 Fix for the dangling Variant bug.
Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release.
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Fix for the dangling Variant bug. CSG: Various bug fixes ( GH-38011 ).
We had a fourth Release Candidate a few days ago which got good testing and helped surface various bugs, many of which have been fixed. So we're now making a RC 5 build to keep iterating fast and make sure that the bug fixes work as expected. Thanks to all pre-release testers who help us find and debug regressions! Bug reports.
Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Fix for the dangling Variant bug. and 3.2.1. The fix made in the 3.2
More seriously, we are quite happy with the current state of the master branch and a lot of important bug fixes have been made since the previous beta 4. There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports. The features.
x maintenance releases , which include only thoroughly reviewed and backwards-compatible bug fixes, the 3.1 version includes all the new features (and subsequent bugs!) There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.
But more importantly, it also brings tons of bug fixes compared to alpha 2, and we will continue to hunt down the remaining issues to guarantee a nice experience with Godot 3.0 There will still be many fixes and enhancements done before the final release, and we will need your detailed bug reports to debug issues and fix them.
stable, fixing most of the remaining blocking bugs from RC 2. Note that no release can be bug-free, even if we label it "stable", so don't be offended if the bugs you report are assigned to the 3.1 Many non-critical bug fixes and enhancements will be included in 3.0.x Bug reports.
After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports. would be on its release.
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Editor: Fixed bug in GDScript autocompletion of the parent class. Windows: Fix debugging when offline. Editor: Improve 2D snapping behavior.
version and let you all benefit from the hundreds of new features, enhancements and bug fixes that have been worked on by the community since January 2018. After the two-month beta phase that we had with 11 releases and hundreds of bug fixes, the path to the stable release should be quite short. Bug reports. beta 11 and 3.1
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