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  3. Is there a way to disable any dependency for UI from DPI scale and stuff? Even if i create app initionally on 2nd screen with 100% scale it's still have wrong offset if 1st had 125%. ui->SetScale(1.0f); does not help
  4. 0.9.6 Added an example of a custom shader family and shader. I tried to make it as simple as possible, with one input and one output structure in which all parameters are stored. The files in "Shaders/Custom" are an example of what any node-based shader editor should output.
  5. Yesterday
  6. 0.9.6 Shader update fixes mesh layer normals. Shader update fixes missing ambient light in imposter fragment shader.
  7. The grate.mat material in the XFORM project seems to be hit or miss trying to select a brush that has this material applied to it. You also can't move it in the 2D viewports nor retexture the brush. Must be something with the picking. XFORM/Materials/Developer at main · UltraEngine/XFORM (github.com)
  8. New error on the rise, oh joy! XD Upon usage of TriggerChangeMap.lua in the base scripts, I find the error "Assert Failed" no comment. I used my map name as a string, and used the object which parents the script as a fail-safe for falling out the map, in order to trigger a reset of the map in use. start.map -- "start" (as used in the string)
  9. If it's fullscreen, how can the cursor go outside the window?
  10. Even with fullscreen cursor going out of window which can be annoying for moving camera by putting cursor near screen border in tactic and strategy games, I want to have it as an option game settings.
  11. What would you use this for? If the window is fullscreen, you have nothing to worry about. If the window is not fullscreen, you presumably want to be able to click on another window to select it.
  12. See Tutorials > Games > First-Person Shooter > AI, Pathfinding, and Events https://leadwerks.com/learn
  13. Hi, I love doing hammer style mapping. I know we can edit the vertex, but if there was a clipping tool, I think it would be very useful in situations like the ones in the picture. This is a feature I've been wanting ever since Leadwerks. I hope such a feature comes.
  14. I bought Leadwerks with no LUA or Visual Flowgraph experience, is there any kind of tutorials that can help me on my feet? P.S: I am now broke, lol.
  15. Whenever I go up to an object to pick it up, the game engine crashes with the error "C:/Users//Documents/Leadwerks/Projects/firstgame/scripts/objects/player/fpsplayer.lua" : 712 : attempt to index field 'hand' (a nil value)
  16. Code snippet how i manage to do in in OpenGL loop if (hwnd == GetActiveWindow()) { static RECT oldRect; RECT newRect; GetWindowRect(hwnd, &newRect); if (memcmp(&oldRect, &newRect, sizeof(RECT)) == 0) { ClipCursor(&newRect); } oldRect = newRect; }
  17. Apart from manually keeping the mouse inside the window until it goes out of focus, I'm not too sure.
  18. Ah thats what you meant. I did it intentionally to be able to do stuff on other windows. btw current full screen in Ultra behaves as borderless window - is there a way to make it true fullscreen? Then mouse would inside window and panning would always work until alt-tab.
  19. I clicked nothing, just moved the mouse to the edge of the full screen window. Panning does work if you keep the mouse right near the window border, but leave the window and it won't work anymore. WASD work well.
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