Advisory: ========= Updated godot packages provide new stable branch This update provides the newly released Godot 3.2.1-stable (3.2 branch), with many new features and bugfixes over the previously packaged 3.1.2 (3.1 branch). The new 3.2 stable branch is a recommended upgrade for all Godot users. Note however that it contains some API changes which might require minimal porting work for 3.1.x projects. If you need to pin your current version to an older release for a given project, please use the portable binaries provided upstream: https://downloads.tuxfamily.org/godotengine/ See the release notes for Godot 3.2 (major upgrade) and 3.2.1 (bugfix release) for details. This update also provides the wslay library which is used by Godot 3.2+ for WebSockets support. References: - https://godotengine.org/article/here-comes-godot-3-2 - https://godotengine.org/article/maintenance-release-godot-3-2-1 SRPMs in core/updates_testing: ============================== godot-3.2.1-1.mga7 wslay-1.1.0-1.mga7 RPMs in core/updates_testing: ============================= godot-3.2.1-1.mga7 godot-server-3.2.1-1.mga7 godot-runner-3.2.1-1.mga7 godot-headless-3.2.1-1.mga7 lib64wslay1-1.1.0-1.mga7 lib64wslay-devel-1.1.0-1.mga7 Testing procedure: ================== The main package is `godot`, which contains the `godot` binary for the Godot editor. It can be tested e.g. to edit and run demo projects from https://github.com/godotengine/godot-demo-projects (they can be "scanned" or "imported" from the Project Manager so that they can be edited and then run). In-depth testing of features is not necessary, I'm upstream maintainer and I will also do some tests myself. `godot-runner` is used to run packaged open source games in Mageia. The only two packaged in Mageia 7 are `minilens` and `tanks-of-freedom`, but they are currently not working (even prior to this update) as they depend on the older Godot 2.1 branch. I'm thinking to provide an update candidate with only a `godot2-runner` package that could fix them, but it should not block this here update. `godot-server` is used to run servers for multiplayer Godot games - if `godot` works, I wouldn't bother too much trying to validate this one, it's mainly the same as `godot-runner` but without a display. `godot-headless` is a command line version of `godot`, useful for exporting projects when packaging (no Godot 3.x games are packaged in Mageia 7, but there are some in Mageia 8).
Taking back, I forgot that I need to upgrade Bullet and its reverse dependencies first.
Assignee: qa-bugs => rverschelde
Depends on: (none) => 26328
This update can now be tested. Note that it is blocked by 26328 which should be validated first or at the same time.
Assignee: rverschelde => qa-bugs
Keywords: (none) => has_procedure
MGA7-64 Plasmaon Lenovo B50 No installation issues. Not a big success, at first run I get from CLI: $ godot Godot Engine v3.2.1.stable.mageia - https://godotengine.org Found discrete GPU, setting DRI_PRIME=1 to use it. Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU. OpenGL ES 3.0 Renderer: AMD HAINAN (DRM 2.50.0, 5.5.6-desktop-2.mga7, LLVM 8.0.0) I get into the Assets manager and there the window freezes. Get out of it with Ctrl-C, start it a second time: $ godot Godot Engine v3.2.1.stable.mageia - https://godotengine.org radeon: Failed to allocate virtual address for buffer: radeon: size : 65536 bytes radeon: alignment : 4096 bytes radeon: domains : 4 radeon: va : 0x0000000100000000 and some more of these failures. Note: this laptop is using an Intel graphics HD5500, but also has a radeon on board, which i've never been able to get working. Then further from CLI: X Error of failed request: GLXBadFBConfig Major opcode of failed request: 151 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 25 Current serial number in output stream: 22 OpenGL ES 3.0 Renderer: Mesa Intel(R) HD Graphics 5500 (BDW GT2) Editing project: /home/tester7/GUI Drag And Drop Demo (::home::tester7::GUI Drag And Drop Demo) Godot Engine v3.2.1.stable.mageia - https://godotengine.org [tester7@mach5 ~]$ Found discrete GPU, setting DRI_PRIME=1 to use it. Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU. OpenGL ES 3.0 Renderer: AMD HAINAN (DRM 2.50.0, 5.5.6-desktop-2.mga7, LLVM 8.0.0) This time I was ablee to select one of the demos of the Assets Manager and get it to install, but after thatit tried to open a full screen window, but again it freezes after just drawing the outline of the window. This time I had to use ksysguard to get out. Started a third time, saw the drag-and-drop GUI in the project window, but the "Run' button did not do anything. Pressing the "Edit" button just raises again an frozen empty window. Scanning projects at: /home/tester7/GUI Drag And Drop Demo Found 1 projects. Scanning projects at: /home/tester7/GUI Drag And Drop Demo Found 1 projects. Editing project: /home/tester7/GUI Drag And Drop Demo (::home::tester7::GUI Drag And Drop Demo) [tester7@mach5 ~]$ Godot Engine v3.2.1.stable.mageia - https://godotengine.org Found discrete GPU, setting DRI_PRIME=1 to use it. Note: Set DRI_PRIME=0 in the environment to disable Godot from using the discrete GPU. OpenGL ES 3.0 Renderer: AMD HAINAN (DRM 2.50.0, 5.5.6-desktop-2.mga7, LLVM 8.0.0)
CC: (none) => herman.viaene
It detects and uses your discrete GPU by default, as in theory this should be the one providing the best performance for 2D and 3D graphics. But since it's not working properly for you, you face driver bugs that Godot can't handle. You can try the suggested `DRI_PRIME=0` environment variable to override this auto-detection of the discrete AMD HAINAN GPU.
Keywords: (none) => advisoryCC: (none) => tmb
Adding my two centimes worth: mga7, x86_64 Updated the packages and launched godot, which came up in Spanish (hangover from the last bug-test). Backed out and ran $ LANGUAGE=en godot and the project manager popped up. Used assetlib to download a couple of addons; Inspector Gadget and Edit Theme Explorer. They installed without problems. Exited at that point to examine the godot directory. $ tree godot godot ├── addons │ ├── explore-editor-theme │ │ ├── color-preview-icon.png │ │ ├── color-preview-icon.png.import and so on. Back into godot to run the editor, which came up OK (nvidia GTX970) with 4K graphics. No clue where to go from there. Clicked one or two things and selected Inspector Gadget and that produced a side menu with a large number of attribute values. It looked like things were working fine. So, with Herman's backing and the fact that Rémi is using it let us give this an OK.
CC: (none) => tarazed25Whiteboard: (none) => MGA7-64-OK
Addendum to comment 5. $ godot-runner minilens Error: Couldn't load project data at path ".". Is the .pck file missing? .... Since minilens is not working with this version of godot we would accept that this is expected behaviour.
(In reply to Len Lawrence from comment #6) > Addendum to comment 5. > $ godot-runner minilens > Error: Couldn't load project data at path ".". Is the .pck file missing? > .... > > Since minilens is not working with this version of godot we would accept > that this is expected behaviour. Note that it's not the expected syntax to run a Godot game, it should be `minilens` (to use `/usr/bin/minilens` shell script that calls `godot-runner`), or manually `godot-runner --main-pack /usr/share/games/minilens/minilens.pck`. But indeed minilens requires Godot 2.1 and the current `minilens` (and `tanks-of-freedom`) packages are broken in Mageia 7 and Cauldron. But this is indeed independent of this upgrade.
In reply to Rémi Verschelde, comment 7; Thanks, something for the notebook.
Validating this, then.
Keywords: (none) => validated_updateCC: (none) => andrewsfarm, sysadmin-bugs
An update for this issue has been pushed to the Mageia Updates repository. https://advisories.mageia.org/MGAA-2020-0085.html
Resolution: (none) => FIXEDStatus: NEW => RESOLVED