RetroSpecter Yea, the automatic build failed as Mario expected, although perhaps it would be a good idea not to publish new links in case the build fails to compile.

It's a Friday night, so this probably won't get addressed until Monday.

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5일 후

Mario Hey Mario! Just wanted to check on the status of 4.2-stable. Our team is really looking forward to being able to update our project to 4.2 🙂

It's been 7 day since the release, and we are knee deep into getting physics support into all our runtimes. Please be patient!

  • jakecard님이 이에 답장했습니다.

    Mario Oh sorry, definitely didn't mean to convey impatience, please take your time! Just wanted to verify it's in progress. Good luck, and thanks for the update!

    • Mario님이 이에 답장했습니다.

      Mario Looks like Android export template is throwing an error:

      Mario Downloaded Godot 4.2 from your last link, appears to work as far as editor is concerned.

      Huh, there shouldn't be a 4.2 binary for you to download O_o

      Working on silly Android issue atm.

      • T.Fly()님이 이에 답장했습니다.

        Mario I don't really recall how I got it, clicked around randomly until there was an option for download lol. Weirdly it's a .zip file that's not recognized as .zip file, I can't unzip it but I can double click to view contents and then open the .exe.

        Just dropping by to confirm that this is in progress... and to cheer you on!

        It looks like the only thing not working yet is the Android template. Is the editor itself available for download somewhere, or do I need to just put on my Patience Hat and wait for it all to be released together? (I'm not developing for Android.)

        Thanks for all that you folks do to make my game animations better!

        Mario Super smooth upgrade, worked like a charm! Thanks for all the hard work 🙂

        Mario When I export now, the .skel file is corrupted when importing. This is after adding physics constraints to a couple bones.

        • Staysis님이 이에 답장했습니다.
        • Staysis 님이 이 게시물을 좋아합니다..

          Staysis To be clear, this is from the Latest Beta Version of Spine to the 4.2 Godot Version... The 4.1 version of Spine exports just fine to the 4.2 Godot

          • T.Fly()님이 이에 답장했습니다.

            Staysis Beta version of Spine is not supported in most of the runtimes including Godot runtimes.

            • Staysis님이 이에 답장했습니다.

              Mario I won't get a chance to test it out for a couple days... but I want to say THANK YOU now before I forget! 🙌

              @Staysis Make sure you match the Spine Runtimes version and Spine Editor version. E.g. you can't load skeletons exported from editor version 4.2 with a runtime version != 4.2.

              spine-godot relies on our generic spine-cpp runtime. I'm currently upgrading spine-cpp in the 4.2-beta spine-runtimes branch to be able to read exports from editor version 4.2-beta.

              The Godot build you are using is based on spine-runtimes version 4.1, so it won't be able to load skeletons exported from editor 4.2.

              • Staysis님이 이에 답장했습니다.

                Mario Ok perfect. I really appreciate the replies and even more so, I appreciate your hard work. Thanks