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doc's Issues

Materials Manual should mention that user constants must be used to exist

If you add a constant to a material (either a vertex or a fragment constant), define it in your shader, but do not use it in your shader, when you try to access it with either go.get() or go.set(), you get an error:

'<url>' does not have any property called '<constant name>'

This is pretty confusing, so I think a note about it should be added to the manual.

Exit message on a trigger collision emits at a wrong time

Comes from discussion in discord https://discordapp.com/channels/250018174974689280/954383800840892426/1210289747931566120
https://discordapp.com/channels/250018174974689280/817015305632874528/1210523837201121280

Repro steps:
Two kinematic collision objects (A and B) are placed 2 pixels away from each other. Trigger collision circle with a diameter of .01 moves from A to B.
Expected order of enter and exit messages:

  1. exit A
  2. enter B

Actual order of messages:

  1. enter B
  2. exit A

Dark mode

This is a feature request to display page in user's system color and show a switch to toggle it.

Looks much better! :)

image

Looks like there are small things that need to be fixed, possibly one of them is the "sub navbar" margins.

image

Search results API reference link to navigate to the found function

When clicking on a link that leads to the API reference documentation I would like to navigate directly to the page section for that function.

image

Actual Behavior

When the link in the search result is clicked new page is opened. The page shows list of the functions. User has to click on the function name again, or scroll down.
The link is https://defold.com/ref/stable/go/?q=go.animate

Expected Behavior

When the link is clicked the opened page should show the method.
Expect the link to be: https://defold.com/ref/stable/go/?q=go.animate#go.animate

"Resources and spawning" manual is just a stub, possibly stale?

As a defold newbie, I was looking to see how to make my primary game object spawn bullets and came across this stub:

https://github.com/defold/doc/blob/master/docs/en/manuals/spawning.md

It doesn't seem like a complete doc, and is not referenced from https://github.com/defold/doc/blob/master/docs/en/en.json

I have a feeling its been left in by mistake, but would be a great manual to have for newcomers! I don't know enough yet to contribute a doc completion (yet :D), but wanted to report it!

update problem

Hello Defold

after updating the run command doesn't appear when I right click to run, its not there

.scss and .css writing mistakes in editor-styling.md

Line 52:

As an example, if you add this to your custom editor.scss stylesheet in .defold folder in user home:

Line 100:

The main font is defined in a root element which makes it quite easy to replace the font in most places. Add this to your editor.scss:

These editor.scss should be written as editor.css.

Application lifecycle manual page is inaccurate and is missing points where messages are dispatch

The manual section on Application lifecycle - The update loop is missing certain steps, and the order of operations appears to be described incorrectly in the page text.

The following description is based on this repro case project: https://github.com/redoak/defold-message-dispatch-order

I have this simple structure in the project.

main collection:
    go: script
    go: gui + gui_script
    go: collectionproxy + script
        go: script
        go: gui + gui_script

Each script and gui_script implements init, final, update, fixed_update (only in script), on_message, and on_input. Each function posts a message to "#" in order to see when the message is dispatched and handled. I didn't implement `fixed_update for gui_script, since I suspect that's not supposed to be supported (see #8524).

This is the order of operations I see, with Defold version 1.6.3:

main: script and gui_script init
main: message dispatch
    proxy: script and gui_script init
    proxy: message dispatch

main: script + gui_script on_input
    proxy: script + gui_script on_input
    proxy: message dispatch
    proxy: script update
    proxy: message dispatch
    proxy: gui_script update
    proxy: message dispatch
    proxy: script fixed_update
    proxy: message dispatch
main: message dispatch
main: script update
main: message dispatch
main: gui_script update
main: message dispatch
main: script fixed_update
main: message dispatch

    proxy: script + gui_script final
    proxy: message dispatch
main: script + gui_script final
main: message dispatch

Interestingly, even though I load, init and enable the collectionproxy during init, no input will be passed on to the proxy on the first frame. It seems like a bug to me, but I don't know. Either way, it's unlikely to ever really matter.

Manual inaccuracies:

  • The message dispatch between on_input and update is not shown in the graphic or mentioned under Input.
  • The Input and Update description makes it sound like the sequence should be main on_input, proxy on_input, main update, proxy update. As seen above, this is not the case, and instead all the proxy functions are called in one go after main's on_input.
  • The Update description also suggests that script update, script fixed_update, and gui_script update will all be called before a message dispatch. This is not the case as seen above.

I haven't looked at when these are received/called:

On a side note, to make the three images on the page easier to edit, and make their content show up in searches, perhaps they could be replaced with text. It would be fairly easy to recreate the same 3-column layout with markup tables (if that's desired). If you want to keep the iconography, and you are able to display emojis, you can use emojis such as ✉️ and 🏭.

Vertically centered navbar?

Not sure if it's intentional... reporting it just in case.

The navbar content is not vertically centered, it is missing bottom padding.

Carnac_LzUdfDEufM

The Runner tutorial dependency has changed in the project, but the documentation still references the old version

While going through the tutorial, I encountered this issue (https://forum.defold.com/t/cant-find-hero-json-for-runner-tutorial-solved/69559/5) which is marked as solved but it actually isn't. The problem occurs because the tutorial page specifies adding the spine dependency https://github.com/defold/extension-spine/archive/main.zip, but the dependency in the project file in the repo has been changed to reference https://github.com/defold/extension-spine/archive/refs/tags/2.13.0.zip.

Would it be possible to update the documentation to reflect this change please?

Thanks

Windows Download on website leads to 404

The link on the download page for Windows results in a 404 with the following text:

    Code: NoSuchKey
    Message: The specified key does not exist.
    Key: archive/editor-alpha/dc0725b3f70d22c8e0b1ad09bfd5f4f233d7fb0f/editor-alpha/editor2/Defold-x86_64-win32.zip
    RequestId: CJ2H4SJF1R4CNAH8
    HostId: V/NLDEqF31ql4e9Gfxu2g4EKqBcs9fHvYvC44QjPhjkpmr5HpOf/7nAKoj8AqO8Gzm05DFBS4lo=

The runner tutorial hero collision shape position does not match the sprite position

When you play the runner game, it appears that sometime when you jumop, you catch onto the platforms, even though you appear to be above them and should not. This appears to be due to the fact that the spine animation appears to jump higher than the collision box. I have recorded a short clip with Physics debugging enabled to show the problem. This is taken from the finished game which was downloaded from GitHub.
https://youtu.be/UVI3ggu33C4

In my test project you can see the same issue, but I have placed a small red box where the GameObject origin is, which seems to indicate that it's the animation that's out of position.
image

Is there anything that can be done for this?

About free provisioning profile on iOS

From https://github.com/defold/doc/blob/master/docs/en/manuals/ios.md:
"This provision file can be used together with your code signing identity to sign apps in Defold for one week, for one device. There is no way to add additional device UDIDs to this generated provisioning profile."
Not really. I was able to register 3 devices and maybe could have even more. I was not able to figure out how many devices the free profile supports, but I think it's 100, just like with a paid account.

Corrupted rendering on Linux

After trying to launch Scroller tutorial a rendering deformation of game objects was detected:
Screenshot_20200509_100240
Planets sprites are misplaced and spaceship sprite is shattered and changes its appearance every frame.
Screenshot_20200509_121945
Spaceship and planets atlases and game objects look normal in editor, deformation only shows in runtime.

After downloading and running another tutorial project the same deformation was detected. After trying to build the project for Linux and launching it the deformation wasn't gone
Screenshot_20200509_120030

Hardware: Laptop with AMD Athlon 300 and AMD Vega 3 graphics, 8GB RAM
Software: Linux Kubuntu 20.04 with X.Org display server and OpenGL 4.6 Mesa 20.0.4 driver
Defold version 1.2.168, build date 2020-04-28

Reserved Words

It would be nice to have a kind of a list for reserved words.

My situation:

msg.post(target, "set_light")

returns:

Field position not specified in table

Complete Spanish translation

May I ask what happened? I see that there is little translated material, and this one has been translated for a long time.

Rendering issue on materials pages

https://defold.com/manuals/material/
Screen Shot 2022-03-23 at 10 23 52 PM

In Typora, it looks fine:
Screen Shot 2022-03-23 at 10 25 04 PM

I've removed the line break in the hopes that will get it to render properly on the defold docs site:
Screen Shot 2022-03-23 at 10 25 32 PM

diff --git a/docs/en/manuals/material.md b/docs/en/manuals/material.md
index f207477..58950d7 100644
--- a/docs/en/manuals/material.md
+++ b/docs/en/manuals/material.md
@@ -69,7 +69,9 @@ CONSTANT_TYPE_NORMAL

 CONSTANT_TYPE_USER
 : A vector4 constant that you can use for any custom data you want to pass into your shader programs. You can set the initial value of the constant in the constant definition, but it is mutable through the functions [go.set()](/ref/stable/go/#go.set) / [go.animate()](/ref/stable/go/#go.animate). You can also retrieve the value with [go.get()](/ref/stable/go/#go.get). Changing a material constant of a single component instance [breaks render batching and will result in additional draw calls](/manuals/render/#draw-calls-and-batching).
-<br>Example:
+
+Example:
+
 ```lua
 go.set("#sprite", "tint", vmath.vector4(1,0,0,1))

Should I open a PR for this? I will make the change to the same page on other languages.

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