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- Today
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Josh started following Weekend Workshop #46
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Okay, this was just caused because I put a comment in the shaders before the #version directive. It's fixed now.
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Actually, I get the same thing in a new project...hold on...
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Josh started following New Bloom effect
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0.9.8 New C++ components are uploaded in the standalone build. I will update Steam tomorrow, then begin uploading the FPS template.
- Yesterday
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LordPryde joined the community
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Pleca started following New Bloom effect
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Hello Josh, I'm encountering these errors with new Bloom effect in Lua Project: Error: Failed to compile "G:/Development/UltraEngine/TestBloomEffect/Shaders/PostEffects/BloomPrefilter.frag" ERROR: 0:4: '#version' : must occur first in shader ERROR: 0:4: '#version' : bad profile name; use es, core, or compatibility ERROR: 0:4: '#version' : bad tokens following profile -- expected newline ERROR: 0:4: '' : compilation terminated ERROR: 4 compilation errors. No code generated. Error: Failed to compile "G:/Development/UltraEngine/TestBloomEffect/Shaders/PostEffects/BloomDownSample.frag" ERROR: 0:4: '#version' : must occur first in shader ERROR: 0:4: '#version' : bad profile name; use es, core, or compatibility ERROR: 0:4: '#version' : bad tokens following profile -- expected newline ERROR: 0:4: '' : compilation terminated ERROR: 4 compilation errors. No code generated. Error: Failed to compile "G:/Development/UltraEngine/TestBloomEffect/Shaders/PostEffects/BloomUpscaleCombine.frag" ERROR: 0:4: '#version' : must occur first in shader ERROR: 0:4: '#version' : bad profile name; use es, core, or compatibility ERROR: 0:4: '#version' : bad tokens following profile -- expected newline ERROR: 0:4: '' : compilation terminated ERROR: 4 compilation errors. No code generated. Error: Failed to compile "G:/Development/UltraEngine/TestBloomEffect/Shaders/PostEffects/BloomFinalPass.frag" ERROR: 0:4: '#version' : must occur first in shader ERROR: 0:4: '#version' : bad profile name; use es, core, or compatibility ERROR: 0:4: '#version' : bad tokens following profile -- expected newline ERROR: 0:4: '' : compilation terminated ERROR: 4 compilation errors. No code generated.
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reepblue started following The "None" Language Template , ArmorPaint Export Preset for Ultra Engine and Component Preprocessor
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0 downloads
This export preset is for easily exporting materials painted using ArmorPaint for Ultra Engine. The diffuse color, normal will be exported and the ORM texture will have the masks in the correct channel. The only thing this doesn't support is emission textures. To install, place the ultra.json file in your data\export_presets directory of your ArmorPaint installation. If you're running ArmorPaint on macOS, you'll need to open the ArmorPaint application as a folder and insert the file within that. (Importing presets on macOS crashes the application.) -
0.9.8 Added check for NAN at the end of the PBR fragment shader. Integrated @klepto2's excellent bloom effect into the default shaders.
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FYI, the black squares the bloom effect would sometimes produce were caused by NAN outputs in the PBR shader, possibly caused by material painting code. I added a check for NAN at the end of the shader and will go back and determine the cause later.
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The new Preprocessor for the Ultra Engine entity component system. This will remove the need to ever edit ComponentSystem.h ever again to register new components for C++ projects. Install the executable to the Tools folder of your Ultra Engine installation. Then simply call the Executable in your Pre-Build Event and the tool will generate a RegisterComponents.h file within your Source directory. This assumes you are making one component per file and the name of the class matches the header file. A blank JSON file for the editor will be generated if none exists. By default, this assumes it's in the same location as your solution. To set the working directory, use *+project* to set the location. "%ULTRAENGINE%\Tools\Preprocessor.exe" +project "path/to/project" -
2 downloads
This folder will allow you to create new projects without a need of choosing a language. This is useful for art projects, You can also edit the "language" keyvalue of your project's Ultra.json file to "None" from the previous language being used. This will allow you to still update your project to get the latest shaders without pulling any template source code. This is great for existing projects or projects that use multiple languages. Install the "None" folder to your %ULTRAENGINE%/Templates/Languages path. -
Josh started following FPS Example
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- Last week
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0.9.8 FreeImage plugin will now load single-channel 16-bit images as RED_UNORM format.
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Josh started following After last beta update C++ prject can't be synced
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I fixed it so the same code for finding all outdated files is used to see if any files are outdated, it just quits after one file is found in the second case. Update is available now.
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Leadwerks includes a simple networking system based on ENet: https://www.leadwerks.com/learn?page=API-Reference_Object_Client https://www.leadwerks.com/learn?page=API-Reference_Object_Server However, this system does not support NAT punch-through and will not be usable for computers that are behind a router, which is almost every machine nowadays.
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Hello everybody! Can I develop with Leadwerks or Ultra Engine a multiplayer game with a server and many clients but without Steamworks?
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When i'm trying to sync project it looks empty and when i open project manager again it still shows not synced button.
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QuiritesL joined the community
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Editor Crashing on AMD Radeon Drivers Beyond 24.8.1
trashcanuseful replied to mdgunn's topic in Bug Reports
@JoshDo not remain in the shadow of our problems, which we cannot find answers to, because we do not create tools like God's. -
Editor Crashing on AMD Radeon Drivers Beyond 24.8.1
trashcanuseful replied to mdgunn's topic in Bug Reports
Even with the latest update, nothing has changed.How have we wronged God, how have we deserved to be humiliated in his eyes by the torments of wandering the same actions that do not lead to success?! -
underhero joined the community
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1. Create entity with component that have entity field 2. Set an entity to this field 3. Copy entity with this component 4, In copied entity same field is looks empty, but in fact value is still there (checked in .ultra file), but can't be cleared with X button. After map reload value appeared.
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Editor Crashing on AMD Radeon Drivers Beyond 24.8.1
trashcanuseful replied to mdgunn's topic in Bug Reports
7532 year from the creation of the world, the game engine of the Master of arithmetic crashes when creating a primitive object -
JericoFX changed their profile photo
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Hi, it will be nice having a slider next to the numberBox, like when selecting the amount of Roughness and metalness.
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0.9.8 Fixed bug where zooming out of flowgraph all the way could cause a crash. Fixed bug where picking an object in editor could cause a crash, under certain conditions.
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New Radeon drivers version 24.12.1 released. I thought it fixed it but it felt like the driver was not fully installed and it had first installed motherboard drivers or something so I ran it again and it seemed more complete. After doing second install of 4.12.1 drivers Ultra Engine is still crashing for me so perhaps the fix is not yet in the driver.