siliconstudio / xenko Goto Github PK
View Code? Open in Web Editor NEWOld repo for Xenko Game Engine. Please use https://github.com/xenko3d/xenko instead.
Home Page: http://xenko.com
Old repo for Xenko Game Engine. Please use https://github.com/xenko3d/xenko instead.
Home Page: http://xenko.com
I'm playing around with UI elements. First I made a WPF app so I can interactively prototype the layout. Then I tried to do the same thing with the Paradox engine:
Quite close, but there are some subtle anomalies. Not all the button text is rendered the same way and this is affected by the BackgroundColor and Opacity properties.
e.g. comment out BackgroundColor = Color.Black
:
e.g. comment out Opacity = 0.6f
:
The same anomalies appear on Android, although different letters were missing! (Note that I'm yet to test this on iOS.)
Also, note that the button background in WPF is actually black and is using opacity, although that's hard to notice in the screenshot - hovering over or clicking the button lightens the colors, so this is more obvious. I don't really get a black button background with Paradox.
This is not critical, but it would be nice to generate C# constants containing asset names to get compile-time errors if designer will change an asset name, otherwise it will be discovered at runtime.
For example, Game Studio can generate and include in the project a file with name Assets.cs
:
public static class Assets
{
public static class MyFolder // generated if assets are stored in folders
{
public const string WallBottom = "wall_bottom";
}
}
In the example above, the assets are grouped by folders - but if needed - another grouping algorithm can be used.
Additionally, there can be a property (checkbox) for each asset indicating whether to generate code for it or not.
Right click Assets folder->Import from file...->Add files...->change extension filter to "All files(.)"->Open some unsupported file->Crash
Paradox Version: 1.0.0-alpha11
GameStudio Version: 4
User: Kabinet
Current Directory: C:\ProgramData\Silicon Studio Corp\Paradox\GamePackages\Paradox.1.0.0-alpha11\Bin\Windows-Direct3D11
Command Line Args:
Exception type: NullReferenceException
Exception message: Object reference not set to an instance of an object.
Inner exception type:
Inner exception message:
StackTrace: at SiliconStudio.Assets.Editor.ViewModel.Import.ImportSessionViewModel.AddFile(UFile filePath, Package package, UDirectory directory)
at SiliconStudio.Assets.Editor.ViewModel.Import.ImportSessionViewModel.AddFiles()
at SiliconStudio.Presentation.Commands.AnonymousCommand.<>c__DisplayClass2.<.ctor>b__0(Object x)
at SiliconStudio.Presentation.Commands.AnonymousCommand.Execute(Object parameter)
at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Window.ShowHelper(Object booleanBox)
at System.Windows.Window.Show()
at System.Windows.Window.ShowDialog()
at SiliconStudio.Assets.Editor.View.ImportWindow.SiliconStudio.Presentation.Services.IModalDialog.Show()
at SiliconStudio.Assets.Editor.ViewModel.PackageViewModel.ImportAssets(DirectoryViewModel directory)
at SiliconStudio.Assets.Editor.ViewModel.AssetImportViewModel.Import()
at SiliconStudio.Presentation.Commands.AnonymousCommand.<>c__DisplayClass2.<.ctor>b__0(Object x)
at SiliconStudio.Presentation.Commands.AnonymousCommand.Execute(Object parameter)
at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated)
at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Threading.DispatcherOperation.Invoke()
at System.Windows.Threading.Dispatcher.ProcessQueue()
at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.Run()
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run(Window window)
at SiliconStudio.Paradox.GameStudio.Program.Main(String[] args)
EditText cannot open the IME, so I cannot input any no-latin characters such as Chinese or Japaneses in EditText Control.
From @gitfool http://answers.paradox3d.net/questions/31/android-project-fails-to-build.html
I have all the prerequisites installed and created a new project with JumpyJet sample.
First of all, from within Game Studio the JumpyJet.Windows code project is not shown bold. It always seems to build and run the Windows project. I can't select the JumpyJet.Android project as the startup project.
Switching to Visual Studio, I set JumpyJet.Android as the startup project, change the Solution Platform to Android with my device selected as the Target Android Device, and finally set the project properties to compile using Android version API Level 15 (4.0.3). Then trying to build the project I get the following warnings and errors:
Package Paradox with version [] not found. Use version 1.0.0-alpha05 instead
The "GetSdkToolFullPath" task could not be instantiated from the assembly ...
The "GetSdkToolFullPath" task has been declared or used incorrectly, or failed during construction ...
See attached build log for complete output.
From @NicoVermeir http://answers.paradox3d.net/questions/59/invalidoperationexception-no-screen-modes-found.html
I get this exception every time I try to run a Windows project. I've tried both the 2D and 3D sample templates, as well as an empty game.
Running Windows 8.1 x64 enterprise with VS2013 ultimate
stack trace:
at SiliconStudio.Paradox.Games.GraphicsDeviceManager.FindBestDevice(Boolean anySuitableDevice)
at SiliconStudio.Paradox.Games.GraphicsDeviceManager.ChangeOrCreateDevice(Boolean forceCreate)
at SiliconStudio.Paradox.Games.GraphicsDeviceManager.SiliconStudio.Paradox.Games.IGraphicsDeviceManager.CreateDevice()
at SiliconStudio.Paradox.Games.GameBase.InitializeBeforeRun()
at SiliconStudio.Paradox.Games.GamePlatform.OnInitCallback()
at SiliconStudio.Paradox.Games.GameWindowDesktop.Run()
at SiliconStudio.Paradox.Games.GamePlatform.Run(GameContext gameContext)
at SiliconStudio.Paradox.Games.GameBase.Run(GameContext gameContext)
at SpaceEscape.Program.Main(String[] args) in c:\Users\nvmwy41\Documents\Paradox Projects\SpaceEscape\SpaceEscape\SpaceEscape.Windows\SpaceEscapeApp.cs:line 11
at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args)
at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args)
at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Hi!
I've found a couple of issues related to adding a reference to another package. I'm not 100% sure the three cases below are all bugs, but as there is no documentation about the behaviors, I assumed they are and thus decided to share them with you.
Symptom: Package will reappear in Paradox Studio solution explorer after being deleted.
To repro:
Symptom: Solution will not build after adding a reference to a package which only contains shared library project (which it does by default).
To repro:
Symptom: Unable to load asset after adding a reference to a new package.
To repro:
Asset.Load("SpriteFont");
Take the same project as attached in issue #35, but change the Deployment Target from 6.1 to 7.0 or higher:
Then the iOS project now fails to build with linker errors:
...
2> CpuTextureRepro.iOS -> D:\Users\Sean\Documents\Paradox Projects\CpuTextureRepro\CpuTextureRepro\Bin\iOS-OpenGLES\Debug\CpuTextureRepro.exe
2> SiliconStudio AssemblyProcessor: "C:\ProgramData\Silicon Studio Corp\Paradox\GamePackages\Paradox.1.0.0-alpha10\Bin\Windows-Direct3D11\SiliconStudio.AssemblyProcessor.exe" --platform=iOS --targetFramework=v1.0 --auto-notify-property --parameter-key --auto-module-initializer --serialization "D:\Users\Sean\Documents\Paradox Projects\CpuTextureRepro\CpuTextureRepro\Bin\iOS-OpenGLES\Debug\CpuTextureRepro.exe"
2> Patch for assembly [CpuTextureRepro, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]
2>C:\Program Files (x86)\MSBuild\Xamarin\iOS\Xamarin.iOS.Common.targets(385,3): warning : The executable name (CpuTextureRepro) and the app name (CpuTextureReproiOS.app) are different, this may prevent crash logs from getting symbolicated properly.
2>C:\Program Files (x86)\MSBuild\Xamarin\iOS\Xamarin.iOS.Common.targets(385,3): error : Native linking failed, undefined symbol: std::_Rb_tree_decrement(std::_Rb_tree_node_base*). Please verify that all the necessary frameworks have been referenced and native libraries are properly linked in.
2>C:\Program Files (x86)\MSBuild\Xamarin\iOS\Xamarin.iOS.Common.targets(385,3): error : Native linking failed, undefined symbol: std::_Rb_tree_increment(std::_Rb_tree_node_base*). Please verify that all the necessary frameworks have been referenced and native libraries are properly linked in.
2>C:\Program Files (x86)\MSBuild\Xamarin\iOS\Xamarin.iOS.Common.targets(385,3): error : Native linking failed, undefined symbol: std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&). Please verify that all the necessary frameworks have been referenced and native libraries are properly linked in.
2>C:\Program Files (x86)\MSBuild\Xamarin\iOS\Xamarin.iOS.Common.targets(385,3): error : Native linking failed. Please review the build log and the user flags provided to gcc: -L/Users/Sean/Library/Caches/Xamarin/mtbs/builds/CpuTextureReproiOS/b8d37f3fe93f8541c0fb964f36e7cc04/../Bin/iOS-OpenGLES/Debug/CpuTextureReproiOS.app/../ -lstdc++ -lfreetype -force_load /Users/Sean/Library/Caches/Xamarin/mtbs/builds/CpuTextureReproiOS/b8d37f3fe93f8541c0fb964f36e7cc04/../Bin/iOS-OpenGLES/Debug/CpuTextureReproiOS.app/../libfreetype.a -lcore -force_load /Users/Sean/Library/Caches/Xamarin/mtbs/builds/CpuTextureReproiOS/b8d37f3fe93f8541c0fb964f36e7cc04/../Bin/iOS-OpenGLES/Debug/CpuTextureReproiOS.app/../libcore.a -lbulletc -force_load /Users/Sean/Library/Caches/Xamarin/mtbs/builds/CpuTextureReproiOS/b8d37f3fe93f8541c0fb964f36e7cc04/../Bin/iOS-OpenGLES/Debug/CpuTextureReproiOS.app/../libbulletc.a
2>C:\Program Files (x86)\MSBuild\Xamarin\iOS\Xamarin.iOS.Common.targets(385,3): error : Native linking failed. Please review the build log.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I have entity collection and I want to add it to entitysystem. For now I have to do it like this:
List<Entity> entities;
...
foreach(var entity in entities)
{
Entities.Add(entity);
}
But it would be more convinient to have method that takes IEnumerable and adds all elements to entity system:
Entities.AddRange(entities);
It's not important, but it would make work more convinient.
Environment: Windows 8.1 x64
Paradox version: 1.0.0-beta01
When a wrong asset name is specified - the exception is silently ignored and game continues to load and run, however it work as expected as not all assets are loaded.
The only clue about the issue can be seen in Visual Studio Output window:
A first chance exception of type 'System.InvalidOperationException' occurred in SiliconStudio.Core.Serialization.dll
[Scheduler]: Error: Unexpected exception while executing a micro-thread. Reason: System.InvalidOperationException: Asset [wall_bottom1] not found.
at SiliconStudio.Core.Serialization.Assets.AssetManager.DeserializeObject(AssetReference parentAssetReference, AssetReference& assetReference, String url, Type objType, AssetManagerLoaderSettings settings, ConverterContext converterContext)
at SiliconStudio.Core.Serialization.Assets.AssetManager.Load[T](String url, AssetManagerLoaderSettings settings)
at Pong.PongGame.<LoadContent>d__0.MoveNext() in d:\Artiom\Projects\Pong\Pong\Pong.Game\PongGame.cs:line 34
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.GetResult()
at SiliconStudio.Core.MicroThreading.MicroThread.<>c__DisplayClass4.<<Start>b__2>d__6.MoveNext()
It would be good to rethrow this exception on the main thread or use some other notification to let developer know about the issue as soon as possible.
Paradox studio version: 1.0.0-alpha09
To select parameter value, you need to select it twice in Paradox Studio Property Grid as shown here: http://gyazo.com/dd340b7568d81d4737f06529774ec4d8
This occured when I created a new Material and wanted to add a parameter to it. Debug window showed the following exception when the problem occured:
[]: Error: An exception occurred while processing thumbnail request: Object reference not set to an instance of an object.
[C:/Users/Jaanus/Code/Paradox3D/ImportFirstAsset/ImportFirstAsset/Assets/Shared/Material.pdxmat(1,1)]: Error: BuildStep SiliconStudio.Assets.Compiler.ThumbnailCommandParameters`1[SiliconStudio.Paradox.Assets.Materials.MaterialAsset] failed.
[C:/Users/Jaanus/Code/Paradox3D/ImportFirstAsset/ImportFirstAsset/Assets/Shared/Material.pdxmat(1,1)]: Error: BuildStep Build step list (3 items) failed.
I've been playing around with models and animations and added new asset(but I didn't proceed further, it just was in list of the assets to be imported). And after that I understood that it was the wrong one, so I removed it from the list. After that Paradox Studio crashed.
Here exception details: http://pastebin.com/t2thYiGe
"Коллекция была изменена; невозможно выполнить операцию перечисления." means "Collection was modified; enumeration operation may not execute.".
Version of my studio is 1.0.0-alpha07.
GamePad input is working as expected with a wired Xbox 360 controller connected to Windows. I'm using something like the following:
public void UpdateInput(InputManager input)
{
_lastState = _state;
if (input.HasGamePad)
{
_state = input.GetGamePad(-1);
}
if (_state.IsConnected && (_state != _lastState))
{
...
}
}
However, it stops processing game pad input after a disconnect test; i.e. while running, disconnect the game pad, then reconnect the game pad and try to use it.
I can't see any events or other hooks for handling this, but ideally this scenario is handled transparently by the input manager anyway.
On Windows, keyboard input works well, apart from two things:
While playing around with the EditText
control, I noticed that it does not accept any special characters; including simple things like punctuation. I attempted to fix this by setting the CharacterFilterPredicate
property to return true for all characters, but it did not solve my issue; it seems like the characters never even reach the control.
Additionally, it would be great to be able to submit text in an EditText control by pressing the Enter key. This would be especially useful for developer consoles and ingame chat. Currently, the control loses focus when the Enter key is pressed, but being able to override this behavior would be very helpful.
When installing, a splash screen appears when downloading the program and starting it. This screen is always on top, and although it can be moved, it's really annoying. My screen has a small resolution and so the splash screen obscures a big junk of it.
Hi,
When you re-size the studio window it takes a long time for the window to catch-up to the mouse. This only seems to happen once you selected an asset that renders in the Asset preview pane. The problem continues even if you select a different asset that does not render in the Asset preview pane. I have only noticed this since updating to beta01, though I can't say for sure that I "tested" this before.
Is the preview back buffer being re-sized the whole time? If so maybe it needs to be delayed until things stop moving?
Cheers,
dfkeenan
... causing shader compilation to fail when used.
On the topic of instancing - do you plan to allow specifying per-instance VertexElements, as that seems to not be possible right now?
SiliconStudio.Paradox.Assets.Materials.Processor.Visitors.MaterialTreeShaderCreator.GetAsShaderString()
overloads use ToString()
with default culture, generating invalid shader code (due to the different NumberDecimalSeperator
) when loading materials on german, and possibly other cultures.
Creating a new game project in Game Studio works fine if I use a leaf name like 'Test', but I never use unqualified leaf names, so when I first tried to create a new game project I used 'Jellyfish.Test'.
The default namespace suggested is 'Jellyfish.Test', exactly what I'd want to use and expected, but clicking on OK results in an error dialog saying 'Please type a valid namespace'. The only valid namespace seems to be one without a dot, so I settle on 'JellyfishTest' to get past this error, only to get another error dialog saying 'An exception occurred while generating the template. This is not supposed to happen, your session might be in a corrupted state'.
The 'Creating session...' dialog shows the following stack trace:
[]: Info: Loading Assets from Package [Paradox.pdxpkg]
[]: Info: Generate Jellyfish.Test.Game
[]: Error: An exception occurred while generating the template: Unable to parse file [D:/Users/Sean/Documents/Paradox Projects/Jellyfish.Test/Jellyfish.Test/Jellyfish.Test.Game\Effects\Jellyfish.TestEffectMain.pdxfx]
D:\Users\Sean\Documents\Paradox Projects\Jellyfish.Test\Jellyfish.Test\Jellyfish.Test.Game\Effects\Jellyfish.TestEffectMain.pdxfx(5,22): error : Syntax error, expected: {
D:\Users\Sean\Documents\Paradox Projects\Jellyfish.Test\Jellyfish.Test\Jellyfish.Test.Game\Effects\Jellyfish.TestEffectMain.pdxfx(5,24): error : Syntax error, expected: {
at SiliconStudio.Shaders.Parser.ShaderParser.Check(ParsingResult result, String sourceFileName)
at SiliconStudio.Paradox.Shaders.Parser.Mixins.ShaderMixinCodeGen.GenerateCsharp(String pdxfxShaderCode, String filePath)
at SiliconStudio.Paradox.Assets.Presentation.Templates.GameTemplateGenerator.ConvertPdxfxToCSharp(String pdxfxfile)
at SiliconStudio.Paradox.Assets.Presentation.Templates.GameTemplateGenerator.GenerateTemplate(GameTemplateParameters parameters, UFile templateRelativePath, String projectName, Nullable`1 platformType, String currentProfile, Nullable`1 graphicsPlatform, ProjectType projectType, ILogger logger)
at SiliconStudio.Paradox.Assets.Presentation.Templates.GameTemplateGenerator.Generate(GameTemplateParameters parameters)
at SiliconStudio.Paradox.Assets.Presentation.Templates.GameTemplateGenerator.<>c__DisplayClass3.<PrepareForRun>b__2()
at SiliconStudio.Assets.Editor.ViewModel.SessionViewModel.<>c__DisplayClass76.<InvokeTemplateGenerator>b__74()
The Jellyfish.TestEffectMain.pdxfx
file contains the following:
using SiliconStudio.Paradox.Effects.Data;
namespace Jellyfish.Test.Effects
{
shader Jellyfish.TestEffectMain
{
using params RenderingParameters;
using params MaterialParameters;
using params EffectSystem;
mixin ShaderBase;
mixin TransformationWAndVP;
mixin BRDFDiffuseBase;
mixin BRDFSpecularBase;
mixin AlbedoFlatShading;
if (MaterialParameters.AlbedoDiffuse != null)
mixin compose albedoDiffuse = MaterialParameters.AlbedoDiffuse;
if (MaterialParameters.HasSkinningPosition)
{
mixin macro MaterialParameters.SkinningMaxBones;
mixin TransformationSkinning;
}
};
}
So the shader name must not contain a dot. Shouldn't it just be generated as 'Main' or 'MainEffect', given its namespace provides enough context, and to avoid redundant repeating of names?
I updated to 1.0.0-Beta01 and I get the following error when loading my paradox solution up in visual studio 2012:
System.ComponentModel.Composition.CompositionException: The composition produced a single composition error. The root cause is provided below. Review the CompositionException.Errors property for more detailed information. 1) The export 'Microsoft.VisualStudio.Text.Classification.Implementation.ClassificationTypeRegistryService (ContractName="Microsoft.VisualStudio.Text.Classification.IClassificationTypeRegistryService")' is not assignable to type 'Microsoft.VisualStudio.Text.Classification.IClassificationTypeRegistryService'. Resulting in: Cannot set import 'SiliconStudio.Paradox.VisualStudio.BuildEngine.OutputClassifierProvider.ClassificationRegistry (ContractName="Microsoft.VisualStudio.Text.Classification.IClassificationTypeRegistryService")' on part 'SiliconStudio.Paradox.VisualStudio.BuildEngine.OutputClassifierProvider'. Element: SiliconStudio.Paradox.VisualStudio.BuildEngine.OutputClassifierProvider.ClassificationRegistry (ContractName="Microsoft.VisualStudio.Text.Classification.IClassificationTypeRegistryService") --> SiliconStudio.Paradox.VisualStudio.BuildEngine.OutputClassifierProvider Resulting in: Cannot get export 'SiliconStudio.Paradox.VisualStudio.BuildEngine.OutputClassifierProvider (ContractName="Microsoft.VisualStudio.Text.Classification.IClassifierProvider")' from part 'SiliconStudio.Paradox.VisualStudio.BuildEngine.OutputClassifierProvider'. Element: SiliconStudio.Paradox.VisualStudio.BuildEngine.OutputClassifierProvider (ContractName="Microsoft.VisualStudio.Text.Classification.IClassifierProvider") --> SiliconStudio.Paradox.VisualStudio.BuildEngine.OutputClassifierProvider at System.ComponentModel.Composition.Hosting.CompositionServices.GetExportedValueFromComposedPart(ImportEngine engine, ComposablePart part, ExportDefinition definition) at System.ComponentModel.Composition.Hosting.CatalogExportProvider.GetExportedValue(CatalogPart part, ExportDefinition export, Boolean isSharedPart) at System.ComponentModel.Composition.Hosting.CatalogExportProvider.CatalogExport.GetExportedValueCore() at System.ComponentModel.Composition.Primitives.Export.get_Value() at System.ComponentModel.Composition.ExportServices.GetCastedExportedValue[T](Export export) at System.ComponentModel.Composition.ExportServices.<>c__DisplayClass42.<CreateStronglyTypedLazyOfTM>b__1() at System.Lazy
1.CreateValue() at System.Lazy1.LazyInitValue() at System.Lazy
1.get_Value() at Microsoft.VisualStudio.Text.Utilities.GuardedOperations.InvokeMatchingFactories[TExtensionInstance,TExtensionFactory,TMetadataView](IEnumerable1 lazyFactories, Func
2 getter, IContentType dataContentType, Object errorSource)
It doesn't seem to break functionality though.. As I can still compile without issue.
Getting the following opening any of the default projects in Visual Studio Express 2013:
Unsupported
This version of Visual Studio is unable to open the following projects. The project types may not be installed or this version of Visual Studio may not support them.
For more information on enabling these project types or otherwise migrating your assets, please see the details in the "Migration Report" displayed after clicking OK.
- SpaceEscape.Game, "C:\Users\Andy\Documents\Paradox Projects\SpaceEscape\SpaceEscape\SpaceEscape.Game\SpaceEscape.Game.csproj"
- SpaceEscape.Android, "C:\Users\Andy\Documents\Paradox Projects\SpaceEscape\SpaceEscape\SpaceEscape.Android\SpaceEscape.Android.csproj"
- SpaceEscape.iOS, "C:\Users\Andy\Documents\Paradox Projects\SpaceEscape\SpaceEscape\SpaceEscape.iOS\SpaceEscape.iOS.csproj"
No changes required
These projects can be opened in Visual Studio 2013, Visual Studio 2012, and Visual Studio 2010 SP1 without changing them.
- SpaceEscape, "SpaceEscape"
- SpaceEscape.Windows, "C:\Users\Andy\Documents\Paradox Projects\SpaceEscape\SpaceEscape\SpaceEscape.Windows\SpaceEscape.Windows.csproj"
- SpaceEscape, "C:\Users\Andy\Documents\Paradox Projects\SpaceEscape\SpaceEscape.sln"
I currently have both VS2012 and VS2013 installed. Paradox opens solution in VS2012 by default.
Is it possible to add a setting to select the correct VS version?
Hi,
Could you please improve the default syntax highlight colors for the various VS themes. The shaders and YAML files currently are a bit hard on the eyes when using the dark theme.
Cheers,
dfkeenan
SiliconStudio.LauncherApp crashes with:
System.AppDomainUnloadedException was unhandled
Message: An unhandled exception of type 'System.AppDomainUnloadedException' occurred in Unknown Module.
After upgrading to beta01, I'm encountering access violations using the LightPrepassRenderer. This happens while creating the native PixelShader when loading the light prepass effect.
This occures on a laptop with Windows 7 64-bit
and Intel HD Graphics 3000
(Feature level 10.1 compatible), while it works fine on Windows 8 64-bit
and feature level 11 compatible graphics cards.
This is tested using the DeferredLighting sample with feature level switched to 10.1.
Are you aware of any changes since alpha11 that might cause this? Maybe related to downlevel hardware?
Following up from Paradox Answers.
I've managed to create a reasonably minimal repro project that exhibits the crash behaviour. Since this involves a race condition, I've also created a PowerShell script that I used to loop until the crash appears (and captures a crash dump). This can take a few thousand iterations, which in real time could take an hour or more.
You'll need the following files:
Then to repro the crash:
Since the crash happens during application shutdown, the script loops over the following:
The number of iterations is just the maximum. It will stop as soon as it repros the crash and generate a dump file in the same directory as the executable under test.
Attached (at the bottom) is a repro project that renders as expected on Windows and Android, but not on iOS.
I'm working with strange texture sizes, but ideally the Paradox framework takes care of the details to make such textures work transparently on platforms with specific texture size / stride requirements. If that is indeed the plan then this is a bug; otherwise I'd greatly appreciate some advice on getting this to work on iOS. ;)
Rendered on Windows (and Android):
(Targeting Android 4.0.3 with Nexus 5 running 4.4.4)
Rendered on iOS:
(Targeting Universal 6.1 with iPad 3 running 8.0.2)
from Mendio: http://answers.paradox3d.net/questions/22/game-studio-cpu-usage.html
Hello,
I discovered Paradox today and gave it a try. I read the source code of the samples and it seems really promising. I'm an IT student and will probably use your engine for a few projects.
My only "problem", for now, is that the game studio is using more than 30% of my cpu for nothing (it seems).
At first I thought it was due to the project itself (I was trying JumpyJet) so I just created an empty project and the problem persists.
Is it normal ?
Don't know if this can help but here are my specs : i7 2640M (laptop, 2 core/4 threads at 3.3Ghz so powerfull enough), Windows 8.1 Pro 64bit, everything up to date. And a screenshot : http://postimg.org/image/sx6mqckil/
ps : I post it here since the "issues" are not usable at the moment.
I keep getting the following error when opening a non-game solution in visual studio:
http://screencast.com/t/iGIHBFk9a
The solution contains a 2 web projects, 1 SQL DB project and 2 class library projects and doesn't contain any references to Paradox.
The activity log from the screenshot contains the following relevant information (XSL-transformed in a table):
663 Entering function CVsPackageInfo::HrInstantiatePackage {C26B1CE9-BBAB-497B-98AD-67E93A2037D1} VisualStudio 2014/09/17 14:46:21.468
664 Begin package load [ParadoxPackage] {C26B1CE9-BBAB-497B-98AD-67E93A2037D1} VisualStudio 2014/09/17 14:46:21.468
665 ERROR SetSite failed for package [ParadoxPackage] {C26B1CE9-BBAB-497B-98AD-67E93A2037D1} 80131500 VisualStudio 2014/09/17 14:46:21.509
666 ERROR End package load [ParadoxPackage] {C26B1CE9-BBAB-497B-98AD-67E93A2037D1} 80131500 VisualStudio 2014/09/17 14:46:21.510
The actual XML source is like this (I removed the name of the project):
<entry>
<record>663</record>
<time>2014/09/17 14:46:21.468</time>
<type>Information</type>
<source>VisualStudio</source>
<description>Entering function CVsPackageInfo::HrInstantiatePackage</description>
<guid>{C26B1CE9-BBAB-497B-98AD-67E93A2037D1}</guid>
</entry>
<entry>
<record>664</record>
<time>2014/09/17 14:46:21.468</time>
<type>Information</type>
<source>VisualStudio</source>
<description>Begin package load [ParadoxPackage]</description>
<guid>{C26B1CE9-BBAB-497B-98AD-67E93A2037D1}</guid>
</entry>
<entry>
<record>665</record>
<time>2014/09/17 14:46:21.509</time>
<type>Error</type>
<source>VisualStudio</source>
<description>SetSite failed for package [ParadoxPackage]</description>
<guid>{C26B1CE9-BBAB-497B-98AD-67E93A2037D1}</guid>
<hr>80131500</hr>
<errorinfo>The project file could not be loaded. Could not find file 'C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\<Project Name>.sqlproj'. C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\<Project Name>.sqlproj</errorinfo>
</entry>
<entry>
<record>666</record>
<time>2014/09/17 14:46:21.510</time>
<type>Error</type>
<source>VisualStudio</source>
<description>End package load [ParadoxPackage]</description>
<guid>{C26B1CE9-BBAB-497B-98AD-67E93A2037D1}</guid>
<hr>80131500</hr>
<errorinfo>The project file could not be loaded. Could not find file 'C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\<Project Name>.sqlproj'. C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\<Project Name>.sqlproj</errorinfo>
</entry>
From the last two entries it looks like the Paradox extension is trying to load the SQL DB project from the wrong folder.
Environment: Windows 8.1 x64, Visual Studio 2013 Premium, Paradox v1.0.0-alpha08.
As I've said, after updating studio to fresh version, my project dependencies become unavailable.
I think the new path looks wrong.
Hi,
I encountered various issues while trying to import a model from Blender 2.71
to Paradox 1.0.0-alpha07
.
My environment:
This issue reproduces only if Paradox IDE is started with default iGPU (Intel).
When forcing it to run with dGPU (NVidia) - everything works fine.
Steps to reproduce:
File
-> Export
-> Collada (.dae)
.Assets
folder and select Import from file
.Next
button.Finish
button, the selected items should be imported and displayed like this: http://screencast.com/t/KQVPD1DIWnIssue 1:
11a. Clicking on the imported material crashes the video driver and leads to the following error: http://screencast.com/t/AHhTFfmg
Unfortunately, the window doesn't respond to any input and I can't click on the Details button to see the stack trace.
The only way to close Paradox IDE in this state - shut it down from Task Manager.
Issue 2:
11b. If we import only the model, select the imported model and click on "reset camera" in asset preview - it crashes: http://screencast.com/t/VWPV1hnZ
with the following message:
Paradox Version: 1.0.0-alpha07
GameStudio Version: 4
User: _
Current Directory: C:\ProgramData\Silicon Studio Corp\Paradox\GamePackages\Paradox.1.0.0-alpha07\Bin\Windows-Direct3D11
Command Line Args:
Exception type: NullReferenceException
Exception message: Object reference not set to an instance of an object.
Inner exception type:
Inner exception message:
StackTrace: at SiliconStudio.Paradox.Assets.Presentation.Preview.PreviewFromEntity`1.ResetCamera(PreviewEntity targetEntity)
at SiliconStudio.Paradox.Assets.Presentation.Preview.ModelPreview.<ResetCamera>d__5.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__4(Object state)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Threading.DispatcherOperation.Invoke()
at System.Windows.Threading.Dispatcher.ProcessQueue()
at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.Run()
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run(Window window)
at SiliconStudio.Paradox.GameStudio.Program.Main(String[] args)
When clicking on Yes
, then Ok
in appeared popups, Paradox IDE either goes into infinite cycle displaying the same error or just crashes and closes.
Currently the workeround is to force it run with NVidia GPU - either by right-clicking Paradox.exe
and selecting to run it with dGPU or forcing it from NVidia Control Panel.
Let me know if you need any mode details on this issue.
There are two issues I noticed in the Settings Window:
Hi,
Could you please make it so double-clicking an asset opens it in it's default editor. This probably is not required for items that are editable in the property grid but would be nice for things like shaders.
Could you make it's so you can have different default editors per file extension?
Could you please add an option to the context menu of the asset view to open the raw asset in it's default editor?
Cheers,
dfkeenan
I started Paradox Studio v1.0.0-alpha07 and got the following error:
http://screencast.com/t/PmagTRBgW
I suppose this is related to the availability of an update package, but I cannot reproduce it anymore after the update.
Please close this issue if it is not relevant anymore.
I realize I can create my own controls, but maybe borders should be a standard feature at the control level, like in WPF 'Control' which defines:
Although a BorderColor property would be sufficient. Then you can easily set borders on a Button for example.
This can probably be approximated with a Border element containing child content like a Button, but Button seems to have a subtle border already, which breaks the look. You'd need to be able to remove all the existing Button chrome, which I guess you can do if you derive directly from ButtonBase, but then what about other controls?
Also a CornerRadius property, again like in WPF, is essential to soften Border corners. Please add CornerRadius support! ;)
Hopefully I've built up some credits with you guys by helping where I could with issue #34 because I have a big favor to ask. ;)
I really really need DynamicSoundEffectInstance to be implemented on Android and iOS; and let's face it Windows Universal apps too, when support for that platform becomes available, although hopefully that just works by virtue of using XAudio2 under the hood.
Android and iOS are not my forté, so it would be greatly appreciated if you guys could do the heavy lifting on this one. Beg, grovel, etc. ;)
Hi,
Just a little thing. Quite a few of the shaders have random lines that use Tab for indents rather then Space.
I'd "fix" it myself but it's not open sourced yet.
Keep-up the good work. 😄
Cheers,
dfkeenan
The following issues are really small, but I thought I'd bring them out anyway. They are also mostly related to the Paradox website, so I'm not sure if I should even post them here ...
Using Chrome Version 37.0.2062.124 m.
Hi, this is Yoshito at XLsoftKK.
Does Paradox have a plan to support "Shared project, that is a new feature of Visual Studio 2013 Update 2" ?
I will put the feature request for Shared Project.
Thank you.
My Visual Studio installation claims to be unable to find the custom tools provided by the Paradox extension. They seem to be correcly registered and are associated with their respective file extensions, though. I'm running VS 2013 Ultimate on Win7 x64 and Win8.1 x64.
I'm assuming this is due to the Paradox package referencing Visual Studio 2012 SDK assemblies. Are you aware of any redistributables containing these assemblies, or are there plans to provide a VS 2013 build?
Attempting to create a new game in Paradox Studio alpha08 causes an error.
[]: Error: An exception occurred while generating the template: Unable to parse file [...Paradox Projects/Project with space/Project with space/Project with space.Game\Effects\Project with spaceEffectMain.pdxfx]
Seems like a simple resolution of just quoting the project name in the path.
Right now Windows projects created with Paradox GameStudio have their Output type
set to Console Application
, making a console window pop before the game window is created. This should be changed to Windows Application
to take rid of it, unless it's done this way by design to provide a way for viewing the logging output.
In case you have Visual Studio installed, you don't see a drop-down option for opening in Xamarin Studio.
I don't like any warnings in my build output; I treat warnings as errors and fix them.
Building for example the JumpyJet sample generates the following warning several (7) times:
C:\ProgramData\Silicon Studio Corp\Paradox\Targets\SiliconStudio.Common.targets(9,5): warning : Package Paradox with version [] not found. Use version 1.0.0-alpha07 instead
The 'use version' clause always specifies the version I'm currently using, so it's doubly irritating.
Hia,
After uninstalling paradox via programs and features on windows 8:
I had to go into the registry to remove the extensions manually.
Cheers,
Joe
From @liquidboy from http://answers.paradox3d.net/questions/40/installed-in-cprogramdata.html
Not questioning your reasons for installing Paradox in c:ProgramData, you must have your reason over installing in the "c:program files"
What I did have an issue with was after it installed I couldn't easily find it in Windows 8 Search, or in the Modern Start menu > Apps list (by date installed) ...
It was not easy to find as I had chosen not to create a shortcut in "Start Menu" / "desktop" on install ...
I think this is a by product of installing c:ProductData that it wasn't discoverable..
Just a suggestion that once you hit release you might want to address this... :)
Following up from Paradox Answers.
Hack the Custom Effect Sample to use a SpriteBatch instead of a PrimitiveQuad:
private void RenderQuad(RenderContext renderContext)
{
//GraphicsDevice.SetBlendState(GraphicsDevice.BlendStates.NonPremultiplied);
customEffect.Parameters.Set(CustomEffectKeys.Phase, -3 * (float)this.UpdateTime.Total.TotalSeconds);
//quad.Draw(paradoxTexture, samplingState, Color.White);
var destination = new RectangleF(0, 0, GraphicsDevice.BackBuffer.Width, GraphicsDevice.BackBuffer.Height);
spriteBatch.Begin(SpriteSortMode.Immediate, GraphicsDevice.BlendStates.NonPremultiplied, samplingState, effect: customEffect);
spriteBatch.Draw(paradoxTexture, destination, Color.White);
spriteBatch.End();
}
The custom effect is never applied. Stepping the code in the debugger, after spriteBatch.Begin the spriteBatch.Effect property is of type BatchDefaultEffect, not CustomEffect.
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