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- This topic has 61 replies, 4 voices, and was last updated 9 years, 9 months ago by dasfaker.
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July 2, 2014 at 12:29 am #25532
new windows builds is up 5.2.44
the versioning should be cleaner, you also can see build logs
news in the nightly
– look and feel changes (some stuff got bigger, i just removed some stuff i tried to make better and i failed)
– font embedding initial commit, you can now import font files (ttf and otf) as resources and use them all over in Ctrlr
– AU and VST instance export fixes and new features, there is a new panel property that shows the 4 character ID for a plugin when exported. This is what the AU subsystem will use to check the plugin, it has to be unique. Also the manufacturer, author, description, version stuff should be exported and visible in the host
– the color property now uses a calloutBox widget, that does not spawn a new window and should catch Key events (needs testing), but the old code is left alone if that doesn’t work i’ll go back to the old code.– i checked the LUA scripts at load time in exported instances and they trigger, please provide some basic examples i can debug if they still don’t work
I’m working on all this in parallel let me know what’s right and what’s wrong, i’ll fix what i can ASAP
I will be releasing the binaries on github too: https://github.com/RomanKubiak/ctrlr/releases/tag/5.2
- This topic was modified 9 years, 10 months ago by atom.
July 4, 2014 at 1:26 am #25625Hi Atom
Thank you for this new version !
tried it
-it seems that some scripts are not working , they don’t make errors but don’t work
they aren’t in “called when the panel has finished loading”
– the font menu bar is not called
– the color editor is more practicle now 🙂o1shape = function(mod, newValue) idxrg = panel:getModulatorByName("TrigSel"):getModulatorValue() * 82 sh1 = newValue if mod:getVstIndex() == idxrg + 1 then shape1() end end
function shape1() o1tab = panel:getComponent("Osc1Tab") O1d = panel:getModulatorWithProperty("vstIndex",(2 + idxrg)):getComponent() O2d = panel:getModulatorWithProperty("vstIndex",(3 + idxrg)):getComponent() O3d = panel:getModulatorWithProperty("vstIndex",(4 + idxrg)):getComponent() O4d = panel:getModulatorWithProperty("vstIndex",(5 + idxrg)):getComponent() O5d = panel:getModulatorWithProperty("vstIndex",(6 + idxrg)):getComponent() O6d = panel:getComponent("TEXTpeak1") O7d = panel:getComponent("TEXTo1ptch") O8d = panel:getModulatorWithProperty("vstIndex",(7 + idxrg)):getComponent() O9d = panel:getModulatorWithProperty("vstIndex",(8 + idxrg)):getComponent() if o1tab ~= nil and O1d ~= nil and O2d ~= nil and O3d ~= nil and O4d ~= nil and O5d ~= nil and O6d ~= nil and O7d ~= nil and O8d ~= nil and O9d ~= nil and o1dtn ~= nil and o1pmd ~= nil and o1pct ~= nil and freq1 ~= nil then if sh1 ~= nil then if sh1 <= 5 then o1tab:setProperty("uiTabsCurrentTab",0,false) O1d:setVisible(true) O2d:setVisible(true) O3d:setVisible(true) O4d:setVisible(true) O5d:setVisible(true) O6d:setVisible(true) O7d:setVisible(true) O8d:setVisible(true) O9d:setVisible(true) o1dtn:setVisible(true) o1pmd:setVisible(true) o1pct:setVisible(true) freq1:setVisible(true) elseif sh1 > 5 and sh1 <= 8 then o1tab:setProperty("uiTabsCurrentTab",1,false) O1d:setVisible(true) O2d:setVisible(true) O3d:setVisible(false) O4d:setVisible(true) O5d:setVisible(true) O6d:setVisible(false) O7d:setVisible(true) O8d:setVisible(true) O9d:setVisible(true) o1dtn:setVisible(true) o1pmd:setVisible(true) o1pct:setVisible(true) freq1:setVisible(true) else o1tab:setProperty("uiTabsCurrentTab",2,false) O1d:setVisible(false) O2d:setVisible(false) O3d:setVisible(false) O4d:setVisible(false) O5d:setVisible(false) O6d:setVisible(false) O7d:setVisible(false) O8d:setVisible(false) O9d:setVisible(false) o1dtn:setVisible(false) o1pmd:setVisible(false) o1pct:setVisible(false) freq1:setVisible(false) end end end end
The vst indexes are not changed
July 4, 2014 at 3:28 am #25626I see the bit about being able to export AU but i dont see a new mac build? Until Zeoka’s post a bit ago i didnt eve notice the new builds as i was looking at the bottom of the list, following the chronology that you had going… I guess new builds now are now going to the top of the list? Ill try the new builds in windows and linux in a bit. Thank you for them!
Monstrum Media | Music, Sound & Software Design, Chicago / San Francisco listen
July 7, 2014 at 9:37 pm #25801Yeah i removed the nagging long names in builds.
Now it’s 5.2.XXX XXX is the revision just like before, 5.2 is the current version.MAC builds are now available
July 7, 2014 at 10:21 pm #25803this is awesome.
Attachments:
You must be logged in to view attached files.Monstrum Media | Music, Sound & Software Design, Chicago / San Francisco listen
July 11, 2014 at 11:59 am #25988-it seems that some scripts are not working , they don’t make errors but don’t work
they aren’t in “called when the panel has finished loading”I’m seeing something similar, but only on some panels. Panels that work perfectly with previous revisions.
It’s odd, as the panels that don’t work are the same that those that work (same methods, same architecture but with more modulators). It seems that some methods are no executed, they don’t appear in the log file. On a quick test, it happens with combos and buttons, but not with sliders.
July 11, 2014 at 12:02 pm #25989So what methods are not working ? Methods attached to modulators or methods attached to panel events ?
July 11, 2014 at 12:11 pm #25990Methods attached to modulators. Even radio buttons don’t work. But I’ve tried to replicate this behaviour with a new empty panel and it works fine.
July 11, 2014 at 12:23 pm #25991So new empty panels work fine, older ones not really ?
If a method attached to a modulator fails at some point and it’s a runtime error on an exception that didn’t get caught by Ctrlr native code, it will just be disabled and not work anymore (until fixed and recompiled). And this might happen because binding Lua to C++ has some problems when catching errors (exceptions) from Lua.
July 11, 2014 at 12:36 pm #25992Solved. Once I saved the panel it started to work, just this.
Thanks.
July 11, 2014 at 3:50 pm #25997Not totally solved in the end, combos aren’t executing their methods. I get an assertion failure related to combos, can this be the cause?
JUCE Assertion failure in widgets/juce_ComboBox.cpp:105
99 void ComboBox::addItem (const String& newItemText, const int newItemId)
100 {
101 // you can't add empty strings to the list..
102 jassert (newItemText.isNotEmpty());
103
104 // IDs must be non-zero, as zero is used to indicate a lack of selecion.
105 jassert (newItemId != 0);The fact is that at the time the error appears in the log, I’ve not adding any item to any combo.
July 11, 2014 at 9:34 pm #26009Can you isolate the component/lua code and send it to me, i can’t reproduce this on my end.
July 11, 2014 at 10:39 pm #26010I’ve been trying that all the afternoon, isolating only some modulators, but with no luck. All my methods call modulators by index, not by name, so once I remove some of them I get a bunch of errors. It’s a big panel with almost 3000 mods.
Copying some modulators to a new panel doesn’t work as they behave correctly in the new panel.Before I said that saving the panel solved the issue, buy every time I reopen the panel it happens again, many methods aren’t executed until I save the panel. I’m totally lost here, no error messages in the log file, so I don’t know where the problems comes. With the previous Ctrlr revision everything is ok.
July 11, 2014 at 11:40 pm #26017Well the only way to track this is for me to see the panel, you can email it to me and i’ll debug it on my side. The assertion from juce means that there is something beeing added to a combo with an ID == 0, ctrlr doesn’t do that but it can happen in you lua code (if you interface with Combos directly).
July 12, 2014 at 6:05 pm #26048I sent you a PM, thx.
July 13, 2014 at 12:40 am #26060Well i can’t find an obvious issue, i posted a bug on the juce forums: http://www.juce.com/forum/topic/asyncupdater-combobox-failing-update
if there is some response i’ll get back to that.Creating new combos when the old ones are not working causes the new ones to work but the old ones still fail to trigger events.
In any of your Lua code, do you do anything directly to the Combos apart from adding/removing items from them ?
July 13, 2014 at 10:25 am #26067In any of your Lua code, do you do anything directly to the Combos apart from adding/removing items from them ?
Yes, on methods ARP_PopMenu (under ARP folder) and LOCK_Menu (under Lock Sections folder)
m = PopupMenu()
sm = PopupMenu()
m:addItem(1, "Shift Sequence to Right", true, false, Image())
m:addItem(2, "Shift Sequence to Left", true, false, Image())
m:addItem(3, "Randomize Pattern", true, false, Image())
m:addItem(4, "Randomize Velocity", true, false, Image())
m:addItem(5, "Randomize Note Lenght", true, false, Image())
m:addItem(6, "Fill Up Pattern", true, false, Image())
m:addItem(7, "Reset Pattern", true, false, Image())if event.mods:isPopupMenu() then
ret = m:show(0,0,0,0)m = PopupMenu()
sm = PopupMenu()
sm:addItem(3, "Lock OSC", true, false, Image())
sm:addItem(4, "Lock Filter", true, false, Image())
sm:addItem(5, "Lock LFO", true, false, Image())
sm:addItem(6, "Lock Matrix", true, false, Image())
sm:addItem(7, "Lock Arpeggiator", true, false, Image())
sm:addItem(8, "Lock FX", true, false, Image())m:addItem(1, "Lock All Sections", true, false, Image())
m:addItem(2, "Unlock All Sections", true, false, Image())
m:addSeparator()
m:addSubMenu("PRESETS", sm, true, Image(), false, 0)if event.mods:isPopupMenu() then
ret = m:show(0,0,0,0)They are extracted from the DEMO – PopupMenu example panel.
July 13, 2014 at 12:46 pm #26069But this uses the PopupMenu class not the ComboBox class, this just shows some popup menus
July 13, 2014 at 1:20 pm #26070Oh, true, my bad.
No that I can remember or find, I only use a:getComponent():setPropertyString (“uiComboContent”, “”) to empty combos and a:getComponent():setPropertyString (“uiComboContent”, string) to fill them
July 13, 2014 at 1:23 pm #26071Yeah that should not cause any problems
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