Wojciech Figat

Results 194 comments of Wojciech Figat

There was an issue with deserialization of dictionaries on prefab instances that didn't clear them before applying instance modification data. Fixed in https://github.com/FlaxEngine/Newtonsoft.Json/commit/ff6caf376876db66981b75abf22b17a4dd929135 and already updated `Newtonsoft.Json` on master.

In `1.1` it works fine in pre-built engine. The problem persist when using source-build engine due to using generated bindings code (`*.Gen.cs` files eg. from `Cache/Intermediate/FlaxEditor/Windows/x64/Debug/Scripting/Scripting.Gen.cs`).

Would be useful to have it. Here is detailed roadmap for Animation system features we want to add: https://trello.com/c/eOXx2ACE/295-animations-roadmap

I was unable to reproduce it. Could you post a simple reproduction project or that prefab with this script? It might be that PhysX returns NaNs or maybe that prefab...

It's possible to pause the game, serialize scenes and reload code during play mode in the editor just like normal hot-reload -> would need special handling in games that use...

It was fixed for 1.2 (as far as I remember). Can you check with the latest Linux binary from: (the 1.2 download link was updated with a delay for Linux,...

Hmm something with Vulkan renderer. Could you post a log of Editor run with this issue but using `Debug` build? From `Binaries/Editor/Linux/Debug/FlaxEditor`. I guess what are exact GPU stats there...

Yeah this was the same issue that caused that problem like here #664 #667 which all were fixed by 3abbafa53074e89d681084ca83192015cc157649

It looks like this happens after C# assemblies unloading and probably inside `mono` code: ![image](https://user-images.githubusercontent.com/3464853/148818011-4f8c3384-8df0-40a6-86f6-888c8b04fc41.png) As I was unable to catch this issue, it could be cool if you could...

3) Fixed in d3bdc3cf8b0ee73ac45830751380cee5f885914c and 9f79d0e3c49b1ca66a644a8ad48bbf4261410915.