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Broken example projects #27

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tong opened this issue Jul 6, 2021 · 1 comment
Open

Broken example projects #27

tong opened this issue Jul 6, 2021 · 1 comment

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@tong
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tong commented Jul 6, 2021

There are several issues with building the example projects.
The results below are from https://github.com/tong/armory_examples_browser/actions building for the html5 target
It uses my fork of armory_examples where every project is flattened to repo root, but beside that unchanged.

Also this doesn't mean that the projects run correctly, these are just the build time errors.

Fail to build:

<project-name> <exit-code> <build-duration>

✖ input_mouselock: 255, 2022ms
✖ logic_callgroup: 255, 3202ms
✖ logic_camera_pan: 255, 1895ms
✖ logic_camera_zoom: 255, 1954ms
✖ logic_event_global: 255, 2155ms
✖ logic_event_object: 255, 2039ms
✖ logic_hello_world: 255, 2988ms
✖ logic_object_rotate: 255, 1853ms
✖ logic_object_scale: 255, 2080ms
✖ logic_object_translate: 255, 1986ms
✖ logic_pause_trait: 255, 2089ms
✖ logic_pong: 255, 2054ms
✖ logic_scenes: 255, 2540ms
✖ logic_script: 255, 2504ms
✖ logic_set_property: 255, 3898ms
✖ logic_toy_car: 255, 4163ms
✖ logic_triggers: 255, 3656ms
✖ logic_watch_variable: 255, 3229ms
✖ material_params: 255, 2946ms
✖ material_shaders: 255, 5199ms
✖ mesh_terrain: 1, 4791ms
✖ particle_mesh: 255, 2754ms
✖ physics_raycast: 255, 3169ms
✖ tilesheet_walkcycle: 255, 3119ms

The complete results:

✔ animation_actions: 0, 6832ms
✔ animation_blend: 0, 6071ms
✔ animation_bonechild: 0, 4408ms
✔ animation_instanced: 0, 5626ms
✔ animation_movebone: 0, 5401ms
✔ animation_timeline: 0, 4254ms
✔ animation_uv: 0, 3331ms
✔ basic: 0, 4438ms
✔ call_hx: 0, 4386ms
✔ call_js: 0, 3586ms
✔ debug_draw: 0, 3588ms
✔ dev_logicnode: 0, 4401ms
✔ file_read: 0, 3540ms
✔ file_storage: 0, 3563ms
✔ file_write: 0, 3317ms
✔ game_bowling: 0, 4488ms
✔ graphics_settings: 0, 3661ms
✔ input_gamepad: 0, 3348ms
✖ input_mouselock: 255, 2022ms
✔ input_multitouch: 0, 3436ms
✔ input_sensor: 0, 4363ms
✔ instancing: 0, 3875ms
✔ light_area: 0, 3698ms
✔ light_ies: 0, 3659ms
✔ light_probes_cubemap: 0, 3740ms
✔ light_probes_plane: 0, 4233ms
✔ light_volumetric: 0, 3632ms
✔ linked_proxy: 0, 3247ms
✔ load_screen: 0, 3140ms
✔ lod: 0, 5999ms
✔ logic_break: 0, 3256ms
✖ logic_callgroup: 255, 3202ms
✖ logic_camera_pan: 255, 1895ms
✖ logic_camera_zoom: 255, 1954ms
✔ logic_canvas: 0, 4434ms
✔ logic_event_fromhaxe: 0, 4186ms
✖ logic_event_global: 255, 2155ms
✖ logic_event_object: 255, 2039ms
✔ logic_gate: 0, 3543ms
✔ logic_get_contacts: 0, 4244ms
✖ logic_hello_world: 255, 2988ms
✔ logic_keyboard: 0, 4549ms
✔ logic_linked_variable: 0, 4148ms
✔ logic_loadurl: 0, 4174ms
✖ logic_object_rotate: 255, 1853ms
✖ logic_object_scale: 255, 2080ms
✖ logic_object_translate: 255, 1986ms
✖ logic_pause_trait: 255, 2089ms
✖ logic_pong: 255, 2054ms
✖ logic_scenes: 255, 2540ms
✔ logic_scenetree: 0, 4258ms
✖ logic_script: 255, 2504ms
✖ logic_set_property: 255, 3898ms
✖ logic_toy_car: 255, 4163ms
✔ logic_transform: 0, 4545ms
✖ logic_triggers: 255, 3656ms
✖ logic_watch_variable: 255, 3229ms
✔ material_bake: 0, 3029ms
✔ material_batch: 0, 3408ms
✔ material_billboard: 0, 3678ms
✔ material_bump: 0, 3233ms
✔ material_decal: 0, 3296ms
✔ material_displace: 0, 4308ms
✔ material_movie: 0, 1805ms
✖ material_params: 255, 2946ms
✔ material_shadeless: 0, 3679ms
✖ material_shaders: 255, 5199ms
✔ material_translucent: 0, 4352ms
✔ mesh_generate: 0, 4246ms
✔ mesh_import: 0, 4306ms
✖ mesh_terrain: 1, 4791ms
✔ navmesh: 0, 5797ms
✔ particle_bunny: 0, 3307ms
✔ particle_hair: 0, 3502ms
✔ particle_info: 0, 4376ms
✖ particle_mesh: 255, 2754ms
✔ particle_smoke: 0, 3253ms
✔ physics_break: 0, 4255ms
✔ physics_collision_groups: 0, 4417ms
✔ physics_drag: 0, 4257ms
✔ physics_ragdoll: 0, 4103ms
✖ physics_raycast: 255, 3169ms
✔ physics_softbody: 0, 4280ms
✔ render_bloom: 0, 4212ms
✔ render_colorgrading: 0, 3390ms
✔ render_to_texture: 0, 3250ms
✔ render_voxelao_teapots: 0, 3658ms
✔ scene_stream: 0, 20281ms
✔ screentex: 0, 1055ms
✔ script_camera_lerp: 0, 1019ms
✔ script_linkedgroup: 0, 4371ms
✔ script_properties: 0, 4168ms
✔ script_properties_global: 0, 4136ms
✔ script_rigidbody_trigger: 0, 3352ms
✔ script_spawnobject: 0, 4213ms
✔ script_transform: 0, 4202ms
✔ server_stream: 0, 4149ms
✔ sound: 0, 3426ms
✔ spawn_from_scene: 0, 4224ms
✔ split_screen: 0, 4132ms
✔ tilesheet: 0, 2936ms
✔ tilesheet_2d: 0, 1658ms
✖ tilesheet_walkcycle: 255, 3119ms
✔ tween: 0, 3221ms
✔ ui_canvas: 0, 4328ms
✔ ui_events: 0, 4453ms
✔ ui_script2d: 0, 4386ms
✔ ui_script3d: 0, 3748ms
✔ wasm_call: 0, 4476ms
✔ wasm_trait_c: 0, 4542ms
✔ wasm_trait_rust: 0, 4478ms
✔ world_sun_direction: 0, 3394ms

The complete build log: examples.log

Most logic nodes examples fail to upgrade the blend files to the actual armory version, for example:

blender -b armory_examples/logic_event_object/logic_event_object.blend --python blender/build_project.py
Blender 2.93.1 (hash 1b8d33b18c2f built 2021-07-02 18:38:38)
Read prefs: /home/tong/.config/blender/2.93/config/userpref.blend
Armory: Proxy objects synchronized
Read blend: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/logic_event_object/logic_event_object.blend
ERROR: There were errors in the node update procedure, a detailed report has been written to /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/logic_event_object/node_update_failure.2021-07-08T14-37-28+0200.txt
# Python backtrace
  File "/usr/share/blender/2.93/scripts/modules/bpy_types.py", line 177 in popover
  File "/home/tong/dev/ARMORY/armory_examples_browser/armsdk//armory/blender/arm/props_ui.py", line 2346 in execute
  File "/usr/share/blender/2.93/scripts/modules/bpy/ops.py", line 132 in __call__
  File "/home/tong/dev/ARMORY/armory_examples_browser/armsdk//armory/blender/arm/logicnode/replacement.py", line 276 in replace_all
  File "/home/tong/dev/ARMORY/armory_examples_browser/armsdk//armory/blender/arm/props.py", line 505 in update_armory_world
@tong
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tong commented Jul 16, 2021

I've worked through all examples trying to fix them (branch: https://github.com/tong/armory_examples/tree/examples-browser-compat).
Below are details for the krom target.
The current state of the html5 target is reflected in the examples browser application and the gh-actions workflow.

Fail to build:
✖ logic_callgroup: 1, 542ms
✖ material_params: 1, 1647ms
✖ mesh_terrain: 1, 7471ms

Some fail to build but still return error code 0.
The examples not mentioned below should work.


  • animation_movebone

    logic nodes not working

  • game_bowling

    doesn't work, move to armory_templates or remove at all ?

  • graphics_settings

    • Fullscreen not working
    • SSAO toggle not working
    • FoV not working
    • ViewDistance not working
  • input_gamepad

    Stops working if VirtualGamepad trait is active (without any information)

  • input_mouselock

    Logic-nodes version not working

  • input_multitouch

    Not tested

  • input_sensor

    Not tested

  • linked_proxy

    Trait props don't show up in blender

  • logic_break

    Runtime ERROR:

Trace: TypeError: Cannot read property 'get' of undefined
    at armory_logicnode_PickObjectNode.get (<anonymous>:871:29)
    at armory_logicnode_LogicNodeInput.get (<anonymous>:794:20)
    at armory_logicnode_IsNotNoneNode.run (<anonymous>:777:27)
    at armory_logicnode_MergedMouseNode.runOutput (<anonymous>:535:14)
    at armory_logicnode_MergedMouseNode.update (<anonymous>:829:9)
    at iron_App.update (<anonymous>:8436:27)
    at kha_TimeTask.task (<anonymous>:28327:3)
    at Function.kha_Scheduler.executeTimeTasks (<anonymous>:28210:75)
    at Function.kha_Scheduler.executeFrame (<anonymous>:28160:17)
    at kha_SystemImpl.renderCallback (<anonymous>:28966:16)
  • logic_callgroup

    Build ERROR:
Python: Traceback (most recent call last):
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/props_ui.py", line 1039, in execute
    make.play()
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 528, in play
    build(target=runtime_to_target(), is_play=True)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 416, in build
    export_data(fp, sdk_path)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 124, in export_data
    make_logic.build()
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make_logic.py", line 35, in build
    build_node_tree(tree)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make_logic.py", line 62, in build_node_tree
    prop = getattr(node, 'property0')
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/logicnode/miscellaneous/LN_call_group.py", line 16, in property0
    return arm.utils.safesrc(bpy.data.worlds['Arm'].arm_project_package) + '.node.' + arm.utils.safesrc(self.property0_.name)
AttributeError: 'NoneType' object has no attribute 'name'
  • logic_camera_pan

Build ERROR:

Armory v2021.7 ($Id: 5533755fad0369c580ed2760e777e6d88341d0fb $)
Armory: Using CPU for environment render (might be slow). Enable CUDA if possible.
Exporting Scene
Scene exported in 0.010s
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/logic_camera_pan/build_logic_camera_pan/compiled/Shaders/World_World.frag.glsl:7: 'backgroundCol' : undeclared identifier 
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/logic_camera_pan/build_logic_camera_pan/compiled/Shaders/World_World.frag.glsl:7: 'assign' :  cannot convert from ' temp float' to ' temp 3-component vector of float'
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/logic_camera_pan/build_logic_camera_pan/compiled/Shaders/World_World.frag.glsl:7: '' : compilation terminated 
ERROR: 3 compilation errors.  No code generated.


SPIR-V is not generated for failed compile or link

Compiling shader 6 of 21 (World_World.frag.glsl) failed:
Shader compiler error.
(node:1540340) UnhandledPromiseRejectionWarning: Unhandled promise rejection (rejection id: 2): Shader compiler error.
(node:1540340) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
Finished in 0.572s
ERROR: Build failed, check console
  • logic_camera_zoom

    Build ERROR:
Armory v2021.7 ($Id: 5533755fad0369c580ed2760e777e6d88341d0fb $)
Armory: Using CPU for environment render (might be slow). Enable CUDA if possible.
Exporting Scene
Scene exported in 0.010s
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/logic_camera_zoom/build_logic_camera_zoom/compiled/Shaders/World_World.frag.glsl:7: 'backgroundCol' : undeclared identifier 
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/logic_camera_zoom/build_logic_camera_zoom/compiled/Shaders/World_World.frag.glsl:7: 'assign' :  cannot convert from ' temp float' to ' temp 3-component vector of float'
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/logic_camera_zoom/build_logic_camera_zoom/compiled/Shaders/World_World.frag.glsl:7: '' : compilation terminated 
ERROR: 3 compilation errors.  No code generated.


SPIR-V is not generated for failed compile or link

Compiling shader 6 of 21 (World_World.frag.glsl) failed:
Shader compiler error.
(node:1543194) UnhandledPromiseRejectionWarning: Unhandled promise rejection (rejection id: 2): Shader compiler error.
(node:1543194) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
Finished in 0.503s
ERROR: Build failed, check console
  • logic_canvas

It builds and runs without error, but doesn't react to input. Not sure what this example should demonstrate at all.

  • logic_gate

Seems to work, but pretty painful to use cause of fast camera rotation

  • logic_keyboard

Not sure if this is correct.
The logic nodes are setup to print on keyboard space down only. I assume it should react to specific keys pressed.

  • logic_loadurl

Works as expected, but once one of the keys are pressed and an url is loaded it also runs loadurl when the mouse is pressed.

  • logic_pong

Not working, move to armory_templates ?

  • logic_script

It says: Make sure 'Properties - Armory Project - Hscript' is enabled
… but there is no such option

  • logic_toy_car

Not working, remove ?
Seems to be duplicate of vehicle template

  • logic_trigger

Build WARNING:

WARNING: The action "run" has fcurve channels with data paths that could not be resolved. This can be caused by the following things:
  - The data paths are not supported.
  - The action exists on both armature and non-armature objects or has both bone and object transform data.
  To see the list of unresolved data paths please recompile with Armory Project > Verbose Output enabled.

Crashes immediately.

  • logic_watch_variable

Doesn't work

  • material_bake

Build WARNING:

WARN (bpy.rna): ../source/blender/python/intern/bpy_rna.c:1499 pyrna_enum_to_py: current value '2' matches no enum in 'World', 'Arm', 'arm_winmode'
Finished in 2.372s
  • material_decal

Crashes immediately without info

  • material_params

Build ERROR:

Exporting Scene
Python: Traceback (most recent call last):
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/props_ui.py", line 1039, in execute
    make.play()
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 528, in play
    build(target=runtime_to_target(), is_play=True)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 416, in build
    export_data(fp, sdk_path)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 153, in export_data
    ArmoryExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=depsgraph)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/exporter.py", line 155, in export_scene
    cls(context, filepath, scene, depsgraph).execute()
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/exporter.py", line 2157, in execute
    self.export_materials()
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/exporter.py", line 1836, in export_materials
    sd, rpasses = make_material.parse(material, o, mat_users, mat_armusers)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make.py", line 45, in parse
    rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_armusers)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make_shader.py", line 74, in build
    con = make_mesh.make(rp, rpasses)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make_mesh.py", line 62, in make
    make_deferred(con_mesh, rpasses)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make_mesh.py", line 198, in make_deferred
    make_base(con_mesh, parse_opacity=parse_opacity)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make_mesh.py", line 124, in make_base
    cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 62, in parse
    parse_material_output(output_node, custom_particle_node)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 98, in parse_material_output
    out_basecol, out_roughness, out_metallic, out_occlusion, out_specular, out_opacity, out_emission = parse_shader_input(node.inputs[0])
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 172, in parse_shader_input
    return parse_shader(link.from_node, link.from_socket)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 210, in parse_shader
    node_parser_funcs[node.type](node, socket, state)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles_nodes/nodes_shader.py", line 75, in parse_bsdfdiffuse
    state.out_basecol = c.parse_vector_input(node.inputs[0])
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 267, in parse_vector_input
    res_var = write_result(link)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 519, in write_result
    res = parse_vector(link.from_node, link.from_socket)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 340, in parse_vector
    return node_parser_funcs[node.type](node, socket, state)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles_nodes/nodes_texture.py", line 123, in parse_tex_image
    if tex['file'] is not None:
TypeError: 'NoneType' object is not subscriptable
  • material_shaders

Runtime ERROR:

Trace: TypeError: Cannot read property 'hxBytes' of undefined
    at Function.haxe_io_Bytes.ofData (<anonymous>:4039:13)
    at Function.kha_LoaderImpl.loadBlobFromDescription (<anonymous>:24489:48)
    at Function.kha_Assets.loadBlobFromPath (<anonymous>:23576:17)
    at Function.iron_data_Data.getBlob (<anonymous>:6189:13)
    at Function.iron_data_Data.getSceneRaw (<anonymous>:6025:17)
    at Function.iron_data_ShaderData.parse (<anonymous>:7236:17)
    at Function.iron_data_Data.getShader (<anonymous>:5995:23)
    at new iron_data_MaterialData (<anonymous>:6904:17)
    at <anonymous>:6935:3
    at Function.iron_data_Data.getSceneRaw (<anonymous>:6013:3)
  • material_terrain

Build ERROR:

Exporting Scene
Python: Traceback (most recent call last):
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/props_ui.py", line 1039, in execute
    make.play()
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 528, in play
    build(target=runtime_to_target(), is_play=True)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 416, in build
    export_data(fp, sdk_path)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/make.py", line 153, in export_data
    ArmoryExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=depsgraph)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/exporter.py", line 155, in export_scene
    cls(context, filepath, scene, depsgraph).execute()
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/exporter.py", line 2157, in execute
    self.export_materials()
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/exporter.py", line 1836, in export_materials
    sd, rpasses = make_material.parse(material, o, mat_users, mat_armusers)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make.py", line 45, in parse
    rpasses, shader_data, shader_data_name, bind_constants, bind_textures = make_shader.build(material, mat_users, mat_armusers)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make_shader.py", line 74, in build
    con = make_mesh.make(rp, rpasses)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make_mesh.py", line 62, in make
    make_deferred(con_mesh, rpasses)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make_mesh.py", line 198, in make_deferred
    make_base(con_mesh, parse_opacity=parse_opacity)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/make_mesh.py", line 124, in make_base
    cycles.parse(mat_state.nodes, con_mesh, vert, frag, geom, tesc, tese, parse_opacity=parse_opacity)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 62, in parse
    parse_material_output(output_node, custom_particle_node)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 98, in parse_material_output
    out_basecol, out_roughness, out_metallic, out_occlusion, out_specular, out_opacity, out_emission = parse_shader_input(node.inputs[0])
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 172, in parse_shader_input
    return parse_shader(link.from_node, link.from_socket)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 210, in parse_shader
    node_parser_funcs[node.type](node, socket, state)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles_nodes/nodes_shader.py", line 44, in parse_bsdfprincipled
    c.write_normal(node.inputs[20])
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 494, in write_normal
    normal_res = parse_vector_input(inp)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 267, in parse_vector_input
    res_var = write_result(link)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 519, in write_result
    res = parse_vector(link.from_node, link.from_socket)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 340, in parse_vector
    return node_parser_funcs[node.type](node, socket, state)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles_nodes/nodes_vector.py", line 30, in parse_bump
    height = c.parse_value_input(node.inputs[2])
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 389, in parse_value_input
    res_var = write_result(link)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 519, in write_result
    res = parse_vector(link.from_node, link.from_socket)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles.py", line 340, in parse_vector
    return node_parser_funcs[node.type](node, socket, state)
  File "/home/tong/dev/ARMORY/armsdk//armory/blender/arm/material/cycles_nodes/nodes_texture.py", line 123, in parse_tex_image
    if tex['file'] is not None:
TypeError: 'NoneType' object is not subscriptable
  • navmesh

Doesn't work.
Build WARNINGS:

WARNING: The action "idle" has fcurve channels with data paths that could not be resolved. This can be caused by the following things:
  - The data paths are not supported.
  - The action exists on both armature and non-armature objects or has both bone and object transform data.
  To see the list of unresolved data paths please recompile with Armory Project > Verbose Output enabled.
WARNING: Box users Box.007 and Box.006 differ in modifier stack - use Make Single User - Object & Data for now
WARNING: Bot users Bot and Bot.002 differ in modifier stack - use Make Single User - Object & Data for now
  • physics_raycast

Doesn't work as expected, some quirks cause of logic nodes upgrade

  • screentex

Build ERROR:

ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/screentex/build_screentex/compiled/Shaders/World_World.frag.glsl:7: 'backgroundCol' : undeclared identifier 
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/screentex/build_screentex/compiled/Shaders/World_World.frag.glsl:7: 'assign' :  cannot convert from ' temp float' to ' temp 3-component vector of float'
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/screentex/build_screentex/compiled/Shaders/World_World.frag.glsl:7: '' : compilation terminated 
ERROR: 3 compilation errors.  No code generated.


SPIR-V is not generated for failed compile or link

Compiling shader 5 of 20 (World_World.frag.glsl) failed:
Shader compiler error.
(node:1857772) UnhandledPromiseRejectionWarning: Unhandled promise rejection (rejection id: 2): Shader compiler error.
(node:1857772) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
Finished in 0.583s
  • script_camera_lerp

ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/script_camera_lerp/build_script_camera_lerp/compiled/Shaders/World_World.frag.glsl:7: 'backgroundCol' : undeclared identifier 
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/script_camera_lerp/build_script_camera_lerp/compiled/Shaders/World_World.frag.glsl:7: 'assign' :  cannot convert from ' temp float' to ' temp 3-component vector of float'
ERROR: /home/tong/dev/ARMORY/armory_examples_browser/armory_examples/script_camera_lerp/build_script_camera_lerp/compiled/Shaders/World_World.frag.glsl:7: '' : compilation terminated 
ERROR: 3 compilation errors.  No code generated.


SPIR-V is not generated for failed compile or link

Compiling shader 6 of 21 (World_World.frag.glsl) failed:
Shader compiler error.
(node:1858715) UnhandledPromiseRejectionWarning: Unhandled promise rejection (rejection id: 2): Shader compiler error.
(node:1858715) [DEP0018] DeprecationWarning: Unhandled promise rejections are deprecated. In the future, promise rejections that are not handled will terminate the Node.js process with a non-zero exit code.
  • script_rigidbody_trigger

icoshpere doesn't hide when box isn't overlapping sphere anymore.
TODO: replace with notifyOnCollisionEnter or notifyOnTriggerEnter once implemented (ref: armory3d/armory#331)

  • ui_script3d

TODO:

  • Add crosshair
  • Make door control panel bigger

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