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Showing content with the highest reputation on 09/15/22 in all areas
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DelphiMVCFramework-3.2.2-nitrogen has been released
Daniele Teti posted a topic in Delphi Third-Party
Release notes: https://github.com/danieleteti/delphimvcframework#whats-new-in-delphimvcframework-322-nitrogen -
Ctrl+Click declaration fails but CTRL+G works (Delphi 11.2)
Mike Torrettinni replied to Brandon Staggs's topic in Delphi IDE and APIs
When Ctrl+click stops working for my projects, I found the best and easiest way to get it to work, I just switch between Release/Debug configuration (and back) and you can see the Codeinsight process does something and Ctrl+click starts working again. So, if I develop in Debug and Ctrl+Click stops working, I double click on Release, wait 1s to see Codeinsight progress shows up, then double click to go back to Debug config: Annoying, but works almost every time and it takes about 5 seconds. So, not too bad. -
No, in the last email I sent to Embarcadero, I was asked to uninstall version 11.1 in order to install version 11.2. The solution is to have a separate VM.
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Ctrl+Click declaration fails but CTRL+G works (Delphi 11.2)
Brandon Staggs replied to Brandon Staggs's topic in Delphi IDE and APIs
Great suggestion, thanks. I discovered that deleting the .dsk file for the project and re-opening it actually fixed this for me just now. The question remains if this was due to a file that was open (there were dozens) or because of an incompatible configuration in the dsk file from upgrading from Delphi 10.4. Time may tell. -
We are proud to announce the Castle Game Engine 7.0-alpha.2 release! After 18 months of intensive development since 7.0-alpha.1, we have a lot of new features that upgrade the engine to a new level Castle Game Engine is a cross-platform (desktop, mobile, console) 3D and 2D game engine. We feature a visual editor, we support glTF, X3D, Spine and more. We are of course using modern Pascal (FPC and Delphi). The engine is free and open-source. More complete list of features here. Notable new features in this release: Sprite Sheet editor Many new components in the viewport - primitives, text, image, reference Font components Sound components, ability to design spatial sounds in editor Lights components Background (gradient, skybox) Fog New camera and navigation handling - much more natural, camera is a transformation and can have children and be a child of something else Components to visualize terrains Tested and documented how to use engine with GitHub Actions, GitLab CI, Jenkins Build Debian packages for your project Delphi support! Numerous smaller editor improvements, like double-clicking to open Pascal files at proper file and proper line glTF improvements: step interpolation, cameras fix, normal scale handling, ability to pick a subset of glTF Inspect your game hierarchy and logs at runtime — just press F8 Integration with Vampyre Imaging Library Android building improvements macOS improvements: Cocoa backend in TCastleWindow and more A lot of documentation upgrades This is just a summary of the full release announcement with all the details and plans. In related news, we will host an open meeting on Discord this Saturday. We'll talk about the new features and plans, and it's an open meeting -- everyone can ask questions and show their work too. You are invited We count on your support via Patreon to fund more engine development.
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Castle Game Engine 7.0-alpha.2 release
Michalis Kamburelis replied to Michalis Kamburelis's topic in Delphi Third-Party
Right now with Delphi you can build and run all CGE applications using TCastleWindow (which is our advised way to display engine content, used by all templates and 90% of examples) on Windows. The 2 bigger things missing (and planned) for Delphi still, both documented on https://castle-engine.io/supported_compilers.php#section_delphi are: 1. More platforms. Right now with Delphi we support only Windows (32 and 64-bit). Work on Linux has started. Going forward, of course we could support all platforms that Delphi supports (and that CGE already supports with FPC/Lazarus) so Linux, macOS, Android, iOS too. See https://castle-engine.io/features#_cross_platform about all our platforms. 2. TCastleControl to put the engine rendering inside FireMonkey or VCL form. Right now with Delphi we only support TCastleWindow, which means engine renders and handles input in a dedicated window (on desktop; it has dedicated implementations for Android, iOS etc.). So this is similar to game engines (like Unity, Unreal, Godot) -- the engine creates and manages a window dedicated for the engine rendering. Going forward, we want to implement TCastleControl, which is essentially an alternative "gateway" to access engine functionality than TCastleWindow. It is documented now on https://castle-engine.io/control_on_form for Lazarus LCL -- but it can be realized on Delphi VCL and/or Delphi FireMonkey too. This allows to drop TCastleControl on a regular form, set TCastleControl size to whatever you want (it can be a big component filling your form, or it can be a small thing, you can use many such components on a form simultaneously too). And then CGE rendering/logic is done alongside your regular GUI designed using VCL or FireMonkey. -
It should be compatible, there are some corner cases where it is not. After update you should recompile everything (bpl+exe) just to be sure.
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Roger I use Project Options - Building - C++ Compiler - LSP and untick 'Enable Project iNdexing for Navigation/Tooltip support'
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Delphi 11.2, Xcode 14, iOS 16 SDK. PAServer 13.2.11.7
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Would be interesting to know what the issue was so that other may solve the same issue.
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A blank app starts fine, here. You could try using the debugger?
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I have not tried uploading to the AppStore yet.
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I can compile and run an app on an iOS16 device. iOS does require XCode 14. I have not been brave enough yet to add iPhoneOS 16.0 in the SDK Manager so it is working with iPhoneOS 15.0.
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After so many versions and the Parnassus issues - it would be great if they finally could fix it properly 😕
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How do you know that the IDE will still work in such an unsupported environment when all possible options are installed? Anyway, if the glitch in the wording of the install notes is all to criticize, it must be a near to perfect release.