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Josh

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Posts posted by Josh

  1. On 5/15/2024 at 11:40 PM, klepto2 said:

    Per-Vertex Alignment has wrong lighting

    Grass and small plants  look best when the normals match the terrain normal. These are also the only types of objects that use the per-vertex alignment. So it seems to me these should go together, unless anyone can explain why it would not.

  2. 0.9.6

    • In previous builds of the editor, some post-processing effects were continuously allocating new FBOs each frame. I did not see any VRAM memory leak, but creating and deleting textures each frame is not optimal. This change may result in better responsiveness in the editor.
    • Like 1
  3. #1 is some design that could be improved, but not a bug.

    #4 is resolved for the next build, I think. When you change textures all affected terrains will be updated. The other properties should just already be working right.

    #3 Tessellation on terrain is not currently supported. This will be implemented along with GPU culling.

  4. On 4/2/2024 at 4:21 PM, Alienhead said:

    Next is Skecthfab or gltf, glb models in general.  I cannot load a single one of them. I have tried about 15 different models across the internet and everyone of them lock up my game when I hit f5.  Only way I can get any models to not lock up my run mode is to convert the fbx with leadwerks and import the mdl files.

    Can you link to a glTF or glb file that does not load correctly? I use glTF files from Sketchfab all the time. GLB should work as well. The FITextureLoader plugin must be loaded in order to load PNG and JPEG images as textures, but if it isn't the model should still load with no textures.

  5. The program does not crash for me. Instead I see this:

    image.thumb.png.4428cce3968e5f8b4a415ee2471b5aef.png

    The solution is to specify a wide string in the string declaration:

    auto label2 = CreateLabel(L"Тест", 20, 50, 120, 30, ui->root, LABEL_BORDER | LABEL_CENTER | LABEL_MIDDLE);

    Then it looks like this:

    image.thumb.png.080e178ed9559ca8388252b0f2819b52.png

    (Non-latin characters are currently not supported in a 3D GUI because I have to change the way characters are rasterized from the font. This is on my to-do list.)

    • Like 1
  6. I did not test the code above with the latest build, but this might be solved. I removed some "tight intersection testing" that was not working correctly. The results are more likely to include false positives but it might resolve this problem.

    • Added NavAgent:Stop
    • Added NavMesh() casting function
    • Added the missing CreateNavMesh overload

    These will be included in the next build that goes up.

    On 5/18/2024 at 9:45 AM, Alienhead said:

    In order for me to attach a NavAgent to a entity already in the world I have to move the entity to 0,0,0 and rotation 0,0,0 then attach it, then SetPosition() and SetRotation() the agent back to the normal spot for it to work. Simply creating the agent, moving it to pos and rot then attaching it causes some weird effects usually resulting in the model/entity being placed all about the map. 

    When an entity is attached to an object, it's local orientation is preserved relative to the parent. This might be a design decision that should be revisited, but it is currently working as intended. I don't think you need to move the agent, the entity's global orientation at the time of attachment will turn into its relative orientation to the attached object.

    • Like 1
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