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import plistlib | |
# Read Plists | |
myAppInfoPlist = plistlib.readPlist(“MyApp/Info.plist”) | |
watchKitExtensionInfoPlist = plistlib.readPlist(“WatchKitExtension/Info.plist”) | |
watchKitAppInfoPlist = plistlib.readPlist(“WatchKitApp/Info.plist”) | |
# Update Watch Kit Extension Plist | |
watchKitExtensionInfoPlist[“NSExtension”][“NSExtensionAttributes”][“WKAppBundleIdentifier”] = watchKitAppInfoPlist[“CFBundleIdentifier”] | |
watchKitExtensionInfoPlist[“CFBundleVersion”] = myAppInfoPlist[“CFBundleVersion”] |
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+ (void)pauseAndEmptyQueues | |
{ | |
NSOperationQueue *mainOperationQueue = [[SLKDataRepository sharedRepository] mainOperationQueue]; | |
NSOperationQueue *backgroundOperationQueue = [[SLKDataRepository sharedRepository] backgroundOperationQueue]; | |
NSOperationQueue *readOperationQueue = [[SLKDataRepository sharedRepository] readOperationQueue]; | |
[mainOperationQueue setSuspended:YES]; | |
[backgroundOperationQueue setSuspended:YES]; | |
[readOperationQueue setSuspended:YES]; | |
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#pragma mark - Block Methods | |
/* | |
When we team switch, we want to completely stop in-progress data changes | |
E.g. if we're dumping the cache on Team A and you switch teams, we use | |
[SLKTeam currentTeam] throughout the app, and when that code executes, it'll | |
do stuff for the wrong team. | |
Core Data doesn't provide direct access to the MOC queues, so we implement | |
our own queues on top of the MOC queues which gives us the ability to |
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i6b6NJXU7WheXu2MQoYX |
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https://ratch.slack.com/services/hooks/slackbot?token=dttZCflwdFiFZ95BW8lRkQmy&channel=%23general |
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Issue: | |
We run the landing animation once we hit the ground. In Glitch, it doesn't look like we run this animation (from what I can tell, we need to talk to Eric) when we land from a normal height jump. | |
Observed incorrect behaviors because of this: | |
- It takes about a third of a second to actually look like we're running again when we're running, resulting in animation inconsistent with Glitch | |
- Landing on a rock, then falling directly down to the ground causes the character to glitch out a bit | |
Results of fix: |
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Issue: | |
When we jump, we were animating a jump lift, then running, then a jump lift again | |
Observed incorrect behaviors because of this: | |
Several frames looked odd during the actual jump | |
Results of fix: |