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  1. Past hour
  2. I was looking through the other bug reports wondering how nobody had run into this issue yet lol
  3. Yesterday
  4. This has been added.
  5. 0.9.6 Added Load Animation menu item in model editor. Preview app updated to load version 302 model files.
  6. 0.9.6 Added "Extract Animation" tool in model editor. Added "Remove Animation" tool in model editor. Fixed dead spot in menus.
  7. Hello, the issue occurs when the first player collider becomes stuck while moving over edges of models with a mesh collider. This problem is evident in the video. As depicted, you have to jump or wiggle in order to pass these small edges, which isn't particularly enjoyable for the player. https://streamable.com/l89yw5 How to reproduce: To reproduce the error, you can add a mesh collider to the office model I sent you yesterday and then place it in a scene. The best scaling is 0.6, 0.6, 0.6. Afterward, try running it with a first-person controller.
  8. 0.9.6 Engine lib updated to handle version 302 model files. Lua projects must be synced to get the new executables.
  9. This file is producing unexpected results in different programs. Our FBX converter crashes. Blender displays an empty scene. Unwrap 3D crashes. Windows 3D Viewer fails to load the file. I ran the file through Autodesk's FBX converter, and Blender was able to correctly load the resulting FBX file. Yue2.zip However, the other three programs still failed to load the model...
  10. The problem reported in the first post above is resolved.
  11. 0.9.6 Terrain sculpt tool has alternative behavior if you hold the alt key.
  12. Last week
  13. 0.9.6 Update for problem when dragging a model into the scene.
  14. The editor here does not launch, you see the vegetation screen and it closes but you do not see the editor.
  15. Found the issue, update will be up soon.
  16. After the latest buil i realized that the editor is crashin when i try to drop an new model into an existing scene. https://streamable.com/jjpu0k
  17. Yue.rar I cannot convert the file to mdl from the editor.
  18. This is a known issue and I try to bring it up to Josh every weekend.
  19. 0.9.6 Bloom outline now appears round instead of squarish. Root group is now created in scene browser by default. Added smooth and flatten terrain tools. Added tone mapping post-processing effect. Animation names in model editor are now editable. Bone inverse bind matrices are now stored in model format.
  20. After a random number of changes in the map editor, the undo button will no longer work. Tested by moving a brush and then undoing the movement until I lose the ability to undo. I've recorded the undo functionality breaking at 7 changes, 16 changes, 24 changes, and 40 changes, so unfortunately I don't see a pattern to speak of, and it happens annoyingly frequently. Reloading the map (.ultra) file resets the undo function. I'm using the Steam version, currently on the beta branch (Build 867).
  21. Docs are updated and I added the missing method to Lua.
  22. Here is the tone mapping shader I was talking about today. ToneMapping.rar
  23. The value should be COLLISION_PLAYER. Where is COLLISIONTYPE_PLAYER coming from?
  24. --Error here function me:StartPlayer() if me.mesh == nil then me.mesh = LoadModel(me.world,"Models/Developer/Generic/generic.mdl") me.mesh:SetPosition(0,0.15,0) me.collider = CreateCylinder(me.world, 0.3, 1.5, 16, 1, 1) me.collider:SetColor(1,0,0,0.1) me.collider:SetPosition(0,1.1,0) me.collider:SetMass(78) me.collider:SetCollisionType(COLLISIONTYPE_PLAYER,false) -- Close App. end end function me:StartCamera() if me.camera == nil then me.camera = CreateCamera(me.world) me.camera:SetDebugPhysicsMode(true) -- Error Here too.** me.camera:SetFov(75) me.pivotNeck = CreatePivot(me.world) me.camera:SetPosition(0, 0, -me.followdistance) -- Set initial position and eye height me.camera:SetRotation(0, 0, 0) me.pivotNeck:SetRotation(me.freelookrotation) -- Synchronize with freelook rotation me.camera:SetParent(me.pivotNeck, true) end end I have error when using the commands in Lua script. me.collider:SetCollisionType(COLLISIONTYPE_PLAYER,false) and me.camera:SetDebugPhysicsMode(true)
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