Guys, could you check font rendering in this version of SS editor on your systems, please?
https://yadi.sk/d/H9ZV_6jf3Lc4Jb
ver. 0.9.11
-The project was migrated to gradle.
-Implemented a plugin system. Now you can develop your own plugin for the Editor.
-Added new UI theme.
-Fixed bugs with flying camera.
-Optimized the mechanism of resizing render window.
-Updated settings of default j3s scene.
-Fixed bugs with focus in scene editor.
-Updated some property controls.
-Implemented local/global/view transformation tools.
-Optimized performance of terrain editing controls.
-Fixed some problems with saving files.
-Fixed copying files from the Editor to Nautilus(file explorer in Ubuntu).
-Integrated global/local water filters to scene editor.
-Added an action to menu āClear Asset Cacheā to clear native memory.
-Downgraded the library spaceshift-extension to java 7, now we can use j3s in android projects.
-Added some water filters to scene editor.
-Fixed some bugs.
Also I have added a native build for macOS
ver. 0.9.12
-Downgraded tonegod.emitter to java 7
-Added possibility to work with light probes in the Scene Editor.
-Fixed major problems with saving/loading app states/filters in a scene node.
I donāt have much time today. Iāll try to find some to make a fast try and tell you.
you donāt need to do it fastly I just want to know all problems with this to fix it for next release
Exactly like lighting.j3md.
but how? I tried some options and I have no success
did you try alphadiscarthreshold, put the geom in transparent bucket etcā¦
It works perfect, thank you
The first problem is the following exception:
java.lang.ExceptionInInitializerError
at tonegod.emitter.EmissionPoint.<clinit>(EmissionPoint.java:14)
at tonegod.emitter.ParticleEmitterNode.<init>(ParticleEmitterNode.java:457)
at java.lang.Class.newInstanceImpl(Native Method)
at java.lang.Class.newInstance(Class.java:1208)
at com.jme3.export.SavableClassUtil.fromName(SavableClassUtil.java:171)
at com.jme3.export.SavableClassUtil.fromName(SavableClassUtil.java:203)
at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:331)
at com.jme3.export.binary.BinaryInputCapsule.resolveIDs(BinaryInputCapsule.java:483)
at com.jme3.export.binary.BinaryInputCapsule.readSavableArray(BinaryInputCapsule.java:471)
at com.jme3.export.binary.BinaryInputCapsule.readSavableArrayList(BinaryInputCapsule.java:587)
at com.jme3.scene.Node.read(Node.java:743)
Caused by: java.util.MissingResourceException
at java.util.ResourceBundle.getBundle(ResourceBundle.java:327)
at java.util.ResourceBundle.getBundle(ResourceBundle.java:253)
at tonegod.emitter.Messages.<clinit>(Messages.java:351)
It can be because of the usage of proguard but is that bundle (with just messages) needed on a production game?
Is it difficult for you to include the messages to your game? of course I can add some logic to avoid this problem, but I think it will be incorrect.
Hmā¦ why are those messages for in a production game?, my thoughts were just the contrary, that making it work would be incorrect as they are just for the editor, isnāt it?.
Anyway, Iām just facing the problem and my first tries were unsuccessful. It is the first time I try to keep a bundle with proguard .
I didnāt think that it can be a problem for somebodyā¦
I think I will implement it https://bitbucket.org/JavaSabr/jme3-spaceshift-editor/issues/129/font-generator
like a plugin for SSE to show you how much it easy ;)q