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Updating Phoenix library settings #675
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…AScript imports" error
…d the logic completely)
Right, I am hopelessly lost here. I suspect that my efforts to update Phoenix have broken it. But if I look at https://hepsoftwarefoundation.org/phoenix/#/ I see: (I added So, somehow angular is not running properly? I would expect to see SOME errors/warnings though! |
@EdwardMoyse try pulling the latest commit and the application should run. I notice issues like the gltf models not being colored and also the tests failing but I think that's related to the other changes that you introduced in the PR. So I will leave you to that. |
Thanks @9inpachi! But I see you reverted 'moduleResolution' back to 'node' As discussed here: three-types/three-ts-types#1136 (comment) This is deprecated: https://www.typescriptlang.org/docs/handbook/modules/reference.html#node10-formerly-known-as-node And I think some of the other changes you reverted came from that (but I'm not positive). |
When I cherry-pick 975521a I get :
I did a |
The geometry is now back to the correct colour, as are the EDM objects. However the tests are failing.
This looks very painful to fix ... I'm really not sure why we're using CommonJS when ESM is the Typescript default (and which we use internally). :-( |
Hmm. It's interesting that Edit: locally I see:
but it still passes! :-( |
…de, and fixes for some test conditions. Two tests are just removed because I do not think they are very useful (and I don't want to have to fix them)
Good grief ... that was an ordeal. |
As part of updating the threejs r167, I ran into some problems, and was advised to update our
tsconfig
. I am now trying to follow this:https://www.typescriptlang.org/docs/handbook/modules/guides/choosing-compiler-options.html#im-writing-a-library
(have a look at the
tsconfig
changes to see what I did here)Enabling stricter compilation however caused a VAST number of errors, and I have been slowly working through them. In some cases the fix was obvious, in some I'm really not sure what the original intention was (and so my 'fix' might be wrong).
I had to use a lot of
object as Mesh
casts, so I hope these work okay (in some cases I check the cast, where I think it might fail).However I am stuck on this:
Since I'm about to time out on working on this for a bit, let me ask in @9inpachi @sponce @DraTeots if they have any idea?
[Removing question I fixed a while back]