Great Yves, thanks for the quick update!
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Okay well take back everything I said, the issue is also present here too... you can't just change the animations of one instance without changing for all of them... it's really a pity, it limits so much the usefulness, I don't understand how it can be useful with this kind of problem.
What a false joy... :/
is it still planned to fix this @Yves ?
There is no fix to do, it's a well known fact that in Fusion all instances share the same animations. It's the same thing with the Replace Color and Load Frame actions, they affect all the instances at the same time and this can't be modified in Fusion (at least 2.5, not sure about 3.0).
That's really a shame since it make impossible the fact of having a real Level Editor with the possibility for player to have custom animation and characters :/Quote:
There is no fix to do, it's a well known fact that in Fusion all instances share the same animations. It's the same thing with the Replace Color and Load Frame actions, they affect all the instances at the same time and this can't be modified in Fusion (at least 2.5, not sure about 3.0).
But I understand if it's nothing impossible to made at this level of developpement. Hope it will be better with Fusion 3 (glade to hear it's still plane to be release.)
not here with 293.8
Attachment 30686
@Fernando sorry, my mistake, forgot this particular MFA had a shader on the layer that turns black into transparent lol
double test ;)
The update seems great. I couldn't find any issues with the Windows-specific features I looked at.
Thanks for adding the option to exclude inactive events. That's very useful. A propos, I have another suggestion. One of the cool things about Fusion is that it lets you use spaces in altVal names, but doesn't produce syntax errors if you forget to replicate them exactly. So Alterable Value X("Active") is the same as AlterableValueX("Active"). But the Find All function isn't forgiving like this; if you don't type the spaces precisely, it won't find what you're looking for. This includes more than just altVal names. For instance, if you want to search for only Giraffe's Flag1, you have to place a space before and after the colon to find actions:
Giraffe : Set Flag1 on
...but must remember to place a space only after it to find conditions:
Giraffe: Flag1 is on
I wonder if you could add a feature to ignore spaces (except for inside strings) to Find All. If there were situations where this might be undesirable, perhaps this could be an optional checkbox (next to match case and match whole text).
There might still be a way to achieve what you want with a workaround. For example, create 50 clones (not duplicates) of your active in the Frame Editor. Give them all the same qualifier. When you need to control them all at once, you reference the qualifier. But when you need to control a specific 'instance' (like for example to load in a unique animation), you reference the active itself. I imagine your code would be similar to what you'd normally do, but instead of dealing with 1 active and 50 instances, you'd just be dealing with 1 qualifier and 50 actives.
Yes that could work, but that's not really optimal, it's limit the possibility of creating new characters for the player, and I really prefer to use one entity for all my charactersQuote:
There might still be a way to achieve what you want with a workaround. For example, create 50 clones (not duplicates) of your active in the Frame Editor. Give them all the same qualifier. When you need to control them all at once, you reference the qualifier. But when you need to control a specific 'instance' (like for example to load in a unique animation), you reference the active itself. I imagine your code would be similar to what you'd normally do, but instead of dealing with 1 active and 50 instances, you'd just be dealing with 1 qualifier and 50 actives.
Bonjour merci pour les mis a jour une petit question Yves je toi relance après avoir mis a jour la version fusion 293.8 beta l objets Google Play Games build 293.7 depuis Clickstore ?
Update 293.8 fixed the layers position bug. Great job @yves et @Fernando.
@Yves
Thanks for the greate update. But unfortunately there still has some annoying issues:
Actually this issus is not completely fixed, if you use NewLine$ to append a string (e.g. " "+"Text"+NewLine$+" "+"Text2"+), then the spaces in the beginning of the next line (in this case is "Text2") is still ignored:Quote:
- Windows runtime: in DirectX11 mode space characters are no longer ignored at the beginning of a string.
https://cdn.discordapp.com/attachmen...96/unknown.png
Please check the thread below↓
https://community.clickteam.com/threads/108496-Bug-Some-character-in-the-beginning-of-the-string-will-be-ignored-under-DX11?p=768750&viewfull=1#post768750
====================
I'm also encountering some issues when using callRunTimeFunction(rdPtr, RFUNCTION_GENERATEEVENT, X, 0) in expression routine, application will crash in some cases (e.g. child event or nest expression)
https://community.clickteam.com/threads/108993-Application-crashed-in-some-cases-when-calling-an-event-via-expression
I don't know if I could use RFUNCTION_GENERATEEVENT this way...but it actucally partially work.
If "Destroy Object if too far from frame" is checked (sadly it's checked by default when insert a new active object), load animation action will have no effect
Attachment 30689
Event:
https://cdn.discordapp.com/attachmen...27/unknown.png
Prop:
https://cdn.discordapp.com/attachmen...84/unknown.png
https://cdn.discordapp.com/attachmen...06/unknown.png
Result:
https://cdn.discordapp.com/attachmen...10/unknown.png
Additionally, there is a confusion explaination, while you can set more than 16 animations:
https://cdn.discordapp.com/attachmen...41/unknown.png
https://cdn.discordapp.com/attachmen...05/unknown.png
Also, it would be handy to allow fusion to import .anm files in edit time, which means we don't need to copy&paste animations to a new object with complete different alterable values or behaviours (e.g. enemy in battle and NPC in shop interface that shares the same "soldier" animation)
https://cdn.discordapp.com/attachmen...96/unknown.png
I've noticed that a looped animation in the graphics editor will play faster if you wiggle your mouse cursor around. Maybe this was always the case, though I haven't noticed it before.
I can't reproduce this with the build 293.8, were you using this build or the build 293.7?
Thanks, probably there was a limitation in old times, I'll change it.Quote:
Additionally, there is a confusion explaination, while you can set more than 16 animations:
Complicated to do with the current ANM files as their images are formatted for the runtime, not for the editor, so we would need to add an option to save specific ANM files for the editor. I'll add this to the wish list.Quote:
Also, it would be handy to allow fusion to import .anm files in edit time
I'll check it for a future update. A little boring to do as it's deep inside external code.
I'll check if this crash can be fixed or if calling GENERATE_EVENT from an expression is impossible for some reason.Quote:
I don't know if I could use RFUNCTION_GENERATEEVENT this way...but it actucally partially work.
I'm now using the steam beta version, R293.8. After a bit research I managed to reproduce it:Quote:
I can't reproduce this with the build 293.8, were you using this build or the build 293.7?
1. create a new "Test" mfa, insert an active to frame.
2. drag an active ("char-1001") from another "Data" mfa(with different props, e.g. DX9 vs DX11)
3. export animation from the object dragged in ("char-1001"), and load it by the first active, then the issue can be reproduced
4. close and reopen the "Test" mfa can fix this issue. That might because some snyc issue when dragging objects between mfas
please check the video below
https://cdn.discordapp.com/attachmen...61512/LAMN.mp4
Many thanks in advance.Quote:
I'll check it for a future update. A little boring to do as it's deep inside external code.
;)
I just noticed a few options descriptions that I never noticed before, these may be new...
Optimize events: May modify events to favorize speed.
Made me wonder how these optimized events would look, could we could learn from it.
So, would be possible to have this option as an feature that you call from inside event editor, where it modify all the events in a way we can actually see?
(May also help me suggesting more optimizations)
Yes and no. It does 2 types of modifications:
1. It re-orders conditions to make sure faster conditions are executed first. As very simple example, if you do:
- Object A overlaps Object B
+ Global value A = 1
It will exchange both conditions as testing a global value is much faster than testing collisions and the other condition won't be evaluated if Global Value A is different from 1. This could be potentially added as a manual option for each event, but well...
2. It combines some actions and conditions that can be executed together. This can't be done in the editor.
Ah I see, I thought it would do things a bit differently, like merging events with same conditions.
I guess Optimize events also take care of not moving conditions in a way that would break scoping, right?
One thing that I noticed is that a flag can be more efficient than using break, and using a flag to keep the overlap state instead of checking on multiple events is also a lot better.
Although it shouldn't be done in events that actually moves the object that you need to test for overlap.
I'm planning on making a tool that auto optimizes events with child events and some other stuff.
(it would read and interpret the events in form of text that we can copy to clipboard with 2.5+, the rest would be just an automation macro to copy and paste stuff around)
Could we get a condition like "Pick all objects in a line" for specific objects, like Active and Qualifiers?
And perhaps a expression that outputs the amount of selected objects... Please?
"Pick all objects in a line" from "New Objects" selects anything, would conflict with the expression above...
Was trying to avoid using extensions like Select Object or Scope Control because of these are Windows only, and in thing I'm working on, running a For Each loop isn't doing it like I was expecting.
Here's a example, you can see that with the flag it got a lot more FPS than using Break. 23% more efficient with a Flag. (44,4% more efficient than Negated Overlap)
Attachment 30700
Crazy how much the Debugger affects performance with that example
Debugger OFF 1000fps Debugger ON 500fps
A ram usage expression in fusion would be good for custom debuggers
Update: the build 293.9 is available, hopefully next official version.
Alright, awesome, cause Break is far simpler to use than dedicating a flag... I have a pretty powerful system, so that's odd, here's my specs:
i9-9900K, DDR4 32gb of RAM (2x16) 3800mhz, GTX 1080, I'm using Windows 11 but I saw the same results back in Windows 10.
Edit: did another test, Break seems to perform about the same as activating and deactivating a group of events on the example. Wonder if that's what happens inside...
Bug (a vérifier) : Boite de dialogue (dialog box).... j'ajoute une liste avec des items (listbox) et la fonction "Détruire élément" ou "Remise à zéro contenu" ne fonctionne pas.
Merci
All your files are also flagged as viruses... It's really complicated to download updates for extensions and Fusion itselft...
j'ai trouvé la propriété "trier" de la liste ne tient pas compte (tri de la liste) lors de la suppression d'un item dans la liste.
J'en utilise aucun à part le Windows Defender de base... Chaque fois que je télécharge une update beta, c'est flaggé comme un virus, encore pire avec les mise à jour d'extensions, quand c'est un exe, Microsoft Edge le supprime, obligé de faire des manip pour pouvoir télécharger ces fichiers, il m'est arrivé de devoir carrément désactiver Windows Defender juste pour pouvoir installer une mise à jour, sinon l'exe était automatiquement supprimé.
Depuis quelque temps Windows Defender semble complètement nase, enfin c'est une opinion personnelle. Je leur ai déjà envoyé l'installeur des patchs de Fusion et à chaque fois ça revient, ça doit encore être une Incompétence Artificielle qui gère ça.
AMHA il vaut mieux installer un vrai anti-virus comme Eset NOD32 (je n'ai pas d'actions chez eux, juste content de cet AV, jamais de souci avec ;), ils offrent une sécurité supplémentaire, filtrent les sites Web contenant des menaces, etc... C'est pas super cher et tellement plus souple que Defender...
I use Kaspersky Total Security and my build EXEs are getting quarantined, not all of them tho.
GPG extensions installer did got quarantined by Kaspersky as well...