Mathias Westerdahl
Mathias Westerdahl
The debug draw system isn't built and rendered like the components, and honestly, I feel it shouldn't be. I think it's easier/more flexible to add a Lua function that allows...
I'm still not sure what the actual problem was? E.g. it builds on the [WIndows CI](https://github.com/defold/defold/actions), so I'd like to figure out what the actual problem was? E.g. _which_ executable...
Yes, it makes sense, since we use clang to generate the AST info. I haven't double checked, but I assume clang arrives with visual studio nowadays (or is an easy...
Two questions: * Does it work correctly on an M1 using Lua 5.4? * How does it compare to `socket.gettime()`
I do agree to removing the warning when starting the game (the build process should warn about it). For the ingame setting of an empty string, I think it's still...
I get the flags, including sysroot, but I'm missing the cocoapod includes, which perhaps says they're not resolved: ``` clang++ -c -isystem /Users/mathiaswesterdahl/work/extender/localserver/platformsdk/MacOSX14.2.sdk/usr/include/c++/v1 -DDLIB_LOG_DOMAIN="FIREBASEEXT" -DDDF_EXPOSE_DESCRIPTORS -DDM_PLATFORM_MACOS -DDM_PLATFORM_OSX -DGL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED -DDM_DEBUG -O2...
Yeah, once I resolved the pods, it triggers the source build for the cocoapods, and it doesn't seem to use the command line that the rest of the build system...
The culprit is in the cocopod builder, which deletes all flags: ``` // clean up flags from context Map trimmedContext = ExtenderUtil.mergeContexts(manifestContext, new HashMap()); trimmedContext.put("flags", new ArrayList()); ``` And, since...
SHould be easier now with the official runtime support
Metrics ticket: https://github.com/defold/extender/issues/289