| Summary: | Update candidate: godot 3.2.3 (with minor updates to bullet and wslay) | ||
|---|---|---|---|
| Product: | Mageia | Reporter: | Rémi Verschelde <rverschelde> |
| Component: | RPM Packages | Assignee: | QA Team <qa-bugs> |
| Status: | RESOLVED FIXED | QA Contact: | |
| Severity: | normal | ||
| Priority: | Normal | CC: | herman.viaene, ouaurelien, sysadmin-bugs, tarazed25 |
| Version: | 7 | Keywords: | advisory, has_procedure, validated_update |
| Target Milestone: | --- | ||
| Hardware: | All | ||
| OS: | Linux | ||
| Whiteboard: | MGA7-64-OK | ||
| Source RPM: | godot-3.2.3-1.mga7, bullet-2.89-1.1.mga7, wslay-1.1.1-1.mga7 | CVE: | |
| Status comment: | |||
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Description
Rémi Verschelde
2020-09-17 12:40:09 CEST
Rémi Verschelde
2020-09-17 12:40:21 CEST
Keywords:
(none) =>
has_procedure
Rémi Verschelde
2020-09-17 12:40:32 CEST
Source RPM:
(none) =>
godot-3.2.3-1.mga7 bullet-2.89-1.1.mga7 wslay-1.1.1-1.mga7
Rémi Verschelde
2020-09-17 12:40:56 CEST
Source RPM:
godot-3.2.3-1.mga7 bullet-2.89-1.1.mga7 wslay-1.1.1-1.mga7 =>
godot-3.2.3-1.mga7, bullet-2.89-1.1.mga7, wslay-1.1.1-1.mga7 MGA7-64 Plasma on Lenovo B50 Installed this together with the updates for mbedtls. Ref to my previous experiences with godot in bug 26327, the result is even worse now. Start godot at CLI, get its main window plus the one for "empty project" opening window for Asset Manager. This results in a completely frozen system, notthing worked anymore: no mouse action, no keyboard (thus no Ctrl-Alt-Backspace ot AltF2), no response from desktop PC to this laptop, no ssh login possible, no answer on ping. Had to power off. Leaving it here. CC:
(none) =>
herman.viaene @Herman. OK, having a look at this. CC:
(none) =>
tarazed25 mga7, x64 It is not clear what the procedural differences are here and in comment 1. It looks to be working at this end. Updated to these packages: - godot-3.2.3-1.mga7.x86_64 - godot-headless-3.2.3-1.mga7.x86_64 - godot-runner-3.2.3-1.mga7.x86_64 - godot-server-3.2.3-1.mga7.x86_64 - lib64bullet-devel-2.89-1.1.mga7.x86_64 - lib64bullet2.89-2.89-1.1.mga7.x86_64 - lib64mbedcrypto3-2.16.8-1.mga7.x86_64 - lib64mbedtls-devel-2.16.8-1.mga7.x86_64 - lib64mbedtls12-2.16.8-1.mga7.x86_64 - lib64mbedx509_0-2.16.8-1.mga7.x86_64 - lib64wslay-devel-1.1.1-1.mga7.x86_64 - lib64wslay1-1.1.1-1.mga7.x86_64 Tried the game engine - fullscreen gui - chose a new project (noobie) and browsed the asset library. Downloaded and installed some modules and also browsed https files on github. $ rm -rf godot $ godot Godot Engine v3.2.3.stable.mageia - https://godotengine.org OpenGL ES 3.0 Renderer: GeForce GTX 970/PCIe/SSE2 Editing project: /home/lcl/godot (::home::lcl::godot) Godot Engine v3.2.3.stable.mageia - https://godotengine.org <There were a few errors reported, which could well be something to do with lack of knowledge about handling the engine although there were no apparent problems - it all ran smoothly> ERROR: store_buffer: Condition "!p_src" is true. At: drivers/unix/file_access_unix.cpp:278. WARNING: _image_request_completed: Error getting image file from URL: https://raw.githubusercontent.com/Zylann/godot_heightmap_native_plugin/master/addons/zylann.hterrain/screenshots/2018_04_02.png At: editor/plugins/asset_library_editor_plugin.cpp:815. ERROR: open_dynamic_library: Can't open dynamic library: /home/lcl/godot/addons/zylann.hterrain/native/bin/linux/hterrain_native.so. Error: /usr/bin/../lib/hterrain_native.so: cannot open shared object file: No such file or directory At: drivers/unix/os_unix.cpp:426. ERROR: get_symbol: No valid library handle, can't get symbol from GDNative object At: modules/gdnative/gdnative.cpp:501. $ tree godot godot ├── addons │ ├── json_minifier │ │ ├── json_minifier.gd │ │ └── LICENSE │ ├── luisboch.field_of_view │ │ ├── demo │ │ │ ├── Block.tscn │ ........ ├── rmsmartshape │ │ ├── asset_library_icon-new.png │ │ ├── asset_library_icon-new.png.import │ │ ├── asset_library_icon.png │ │ ├── asset_library_icon.png.import │ │ ├── assets │ │ │ ├── Anchor.svg │ │ │ ├── Anchor.svg.import │ │ │ ├── closed_shape.png ........ │ └── editor_util.gd │ └── util │ ├── direct_mesh_instance.gd │ ├── direct_multimesh_instance.gd │ ├── errors.gd │ ├── grid.gd │ ├── image_file_cache.gd │ ├── logger.gd │ ├── quad_tree_lod.gd │ └── util.gd ├── default_env.tres ├── icon.png ├── icon.png.import ├── LICENSE ├── project.godot └── README.md 44 directories, 387 files This is all probably OK. Tx Len, OK'ing then as in previous update. Whiteboard:
(none) =>
MGA7-64-OK Can we validate this? (In reply to Herman Viaene from comment #4) > Tx Len, OK'ing then as in previous update. If so, Advisory and Packages in Comment 1. Keywords:
(none) =>
advisory, validated_update Yeah the errors seen by Len are not critical, and not related to the package itself but are bugs of the upstream project (which is outside our scope, unless it breaks the package). As for Herman's issues, it's more concerning for me as Godot developer, but also not related to the Mageia package as far as I know. So it should be good to go. @ Aurelien: Note that the "advisory" keyword should be added when the advisory has been uploaded to SVN already. Did you do it? An update for this issue has been pushed to the Mageia Updates repository. https://advisories.mageia.org/MGAA-2020-0209.html Status:
NEW =>
RESOLVED |