This repository has been archived by the owner on Aug 22, 2018. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 343
Problems building ParadoxSamples.sln [beta04] #117
Comments
gitfool
changed the title
Problems building ParadoxSamples.sln
Problems building ParadoxSamples.sln [beta04]
Nov 26, 2014
xen2
added a commit
that referenced
this issue
Nov 26, 2014
Think this should have status Fixed. |
Yes this issue should be closed. |
xenux
pushed a commit
that referenced
this issue
Aug 28, 2015
…arameter to make it more user friendly. (github #117).
xen2
added a commit
that referenced
this issue
Dec 1, 2015
…-renaming * commit 'b372241d7fc39de6d4e8e712d44f8ea41291944a': (65 commits) Updated public comments. [Samples] Updated sample to new animation/skeleton system [Tests] Update test projects to latest version [Animation] object can now be animated (incl. unit test with ModelComponent.Model animation) [Animation] Handle non-optimized AnimationClip [Editor] Time overlay is now on the toolbar. Also fixed buttons initial state (animation is automatically started). [SpriteStudio] Made SpriteStudioComponent.Nodes visible to update engine. [Model] MaterialIndex was not checked(!) when trying to grouping drawcalls [WindowsPhone] Checks MouseCapabilities.MousePresent before calling Mouse API [Updater] Tests: added tests for blittable structs properties and fields [Animation] Added AnimationAsset.PreviewModel so that things update properly. [Reflection] Clear dataContractAliasMapping [Reflection] Updated comments for AssemblyRegistry.GetTypeFromAlias. [Reflection] AssemblyRegistry.GetTypeFromAlias also supports DataContractAliasAttribute. [Reflection] Moved GetTypeFromAlias to AssemblyRegistry [Updater] Also uses Type aliases [AssemblyProcessor] Register DataContract aliases so that they are accessible from runtime. Use this to resolve EntityComponent keys for update engine. [Cecil] Seems like latest Cecil was causing problem for WinStore/Win10 [Build] Update deps to latest [Animation] Added unit tests for knight animation ...
Sign up for free
to subscribe to this conversation on GitHub.
Already have an account?
Sign in.
This is fairly straight forward. All the samples using
SpriteBatch.MeasureString
are currently broken due to the newly requiredtargetSize
parameter.This begs the question; what should this be? If it's usually something like
new Vector2(GraphicsDevice.BackBuffer.Width, GraphicsDevice.BackBuffer.Height)
then it might be better to make that the default value, with aVector2? targetSize = null
(or similar), to make the API more lightweight / user friendly.This crossed my mind when thinking about having to patch every single call site in the samples to use the exact same long winded parameter value. ;)
The text was updated successfully, but these errors were encountered: