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Posts posted by Josh
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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.
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#3 is solved.
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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.
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Does this still happen if all post-processing effects are removed?
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I need to download your project and test it.
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So a second notification?
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BVH is a very simple format to load.
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Does it sound like this?
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0.9.6
- Updated editor with recent fixes.
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Saving animation has been added in the new version of the Ultra / Leadwerks model format.
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Uh-oh. I was working on some math stuff to make the rotate-to-normal option work, and I did not update that quaternion shader code file.
The fix is uploaded now.
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#2 and 3 appear to be working fine now. Please let me know if this is not the case.
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#1 is solved for next build.
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#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.
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My bad, shaders are updated now.
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I think this is solved?
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I assume the post-processing effect problem is solved in more recent builds? It does not seem to be a problem when I try it.
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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.
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Marking this as solved, unless anyone tells me otherwise...
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The program does not crash for me. Instead I see this:
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:
(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.)
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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.
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- 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.
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Terrain MeshLayer bug collection
in Bug Reports
Posted
#2 is fixed.