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@Steve0Greatness Steve0Greatness commented Apr 26, 2025

Supersedes #299. That one was closed due an automated action by GitHub that closes PRs when the branch they're meant to pull from is deleted or renamed.

This extension allows for the creation and management of timers, similar to the regular timer under sensing.

Blocks currently in this extension:

The blocks appearing in this extension

Here is the extension thumbnail:
3 digital clocks in red, green and then blue at varying x locations placed uniformly along the y axis.

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I find the syntax a bit nicer.
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Steve0Greatness commented May 9, 2025

Upon saving & reloading a project, then updating the toolbox (switching to costume editor or switching sprites), strange things can happen with sprite-only timers. The code editor also crashes if you load the project twice(?) [images]

First one, I can't replicate. (I didn't do the steps correctly)

That's... odd. Seems to be that somehow the "name" property never got initialized. I'll have to look a little more into that, I'm not sure how it wouldn't be initialized.

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I think I fixed the crash by just copying more from the XML escape utility.

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Still haven't replicated the strange behavior with for this sprite timers. I think I fixed both of them with that last push... I think.

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Steve0Greatness commented May 9, 2025

you might want to add a warning on the extension page for it (you cant set value background color)

Is there a specific JSON key for marking incompatibility? Incompatibility doesn't mean it's really unstable IMO.

@JeremyGamer13

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Shouldn't be incompatible anymore.

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Steve0Greatness commented Jun 3, 2025

Only built-in blocks are able to set themselves as per-sprite, so every time any block in this extension is run anywhere, it always assumes that the variables are global, so util.target returns the editing target...

Actually, I'm not quite sure if that's the actual issue you were experiencing before.

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  • Upon saving & reloading a project, then updating the toolbox (switching to costume editor or switching sprites), strange things can happen with sprite-only timers

Weirdly enough, I'm not sure this is a fault in my extension.

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I haven't seen anything being switched to being local, but I have seen timers being duplicated, literally duplicated but with an ID of undefined.

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Yeah, it seems to be existing on load.

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Yeah, it seems to be existing on load.

Could still be an issue with my stuff, I'll try some other stuff with my extension.

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JeremyGamer13 commented Jun 7, 2025

Incompatibility doesn't mean it's really unstable IMO.

It's really just an extension warning label, it's named unstable since that's the most common reason for it to be on an extension

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It's really just an extension warning label, it's named unstable since that's the most common reason for it to be on an extension

Either way, it's not incompatible anymore.

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JeremyGamer13 commented Jun 7, 2025

image
Not sure what's causing this anymore but saving the project, loading it again and reloading the toolbox makes timers called "undefined" appear. They get renamed to "null" after saving again and reloading

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image Not sure what's causing this anymore but saving the project, loading it again and reloading the toolbox makes timers called "undefined" appear. They get renamed to "null" after saving again and reloading

Couldn't replicate that, so I can't really fix it 🤷

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I think... I fixed it... maybe

@JeremyGamer13 JeremyGamer13 merged commit ea065b3 into PenguinMod:main Jun 8, 2025
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