Just noticing appveyer stores the built artifact for 1 month
Wonder would it be worthwhile to connect that to the github repo to to automatically upload it into a release? Just in the scenario that no updates are pushed for over a month, we still want people to be able to download the editor
deathhound246
Also with the new Animation viewer, there is seemingly a lot of the CAnimatedNode objects missing from the dropdown. It looks like it's only populated characters that would be considered "global" (can appear in any level). Boss characters for example are missing from the list, as they are level specific. Not sure if that was intended or not
deathhound246
Also something that maybe contradicts this, is that for some levels, the savepoint and shop do appear in the dropdown, but they don't show in all levels
adrientd
I tried that once for some time, but the problem is that I have to provide a key to my GitHub account for AppVeyor to be able to publish a release, and:
- the key eventually expires, so I will have to renew it every time it expires.
- giving access to my account is risky. It is possible to set limitations to the generated keys but you do have to give quite a lot of access authorizations to be able to publish a release (last time I tried).
deathhound246
atm github do have support for their old access token system. the permissions aren't as configurable as the new ones, but they have an option to never expire
deathhound246
you can actually do the same with the new token system aswell. set no expiration, grant only read/write permissions for repo actions, on only the one repo
adrientd
I would have to take a look at that again. I wish there is a way to only allow publishing a release and nothing else.
deathhound246
it looks like this can do that tbh
adrientd
Oh then I will take a look.
adrientd
Indeed the dropdown unfortunately only displays objects in the LVL, but you can set it to a sector object by drag-dropping.
For scene nodes you can do it from the top of the scene node properties:
deathhound246
im pretty sure i did try that but it didnt do anything
deathhound246
i'll have to try again
deathhound246
ah the issue is that i was dragging the branch
adrientd
Or for any object in general you can use the Object list window:
adrientd
Yeah that's something I should maybe add
deathhound246
im acc wondering now if the model swap crashing in game but looking fine in editor was a result of swapping models with a different number of animation bones, rather than it being materials not imported correctly
trying out swapping models with the same number of bones now to see if that is the case
pegperegogaucho
The bone count needs to match indeed
pegperegogaucho
Otherwise the animation might refer to bone #27, but there are only 14 bones = invalid memory access