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Josh

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Everything posted by Josh

  1. Oh yeah, when you have the Vulkan SDK installed, the debug builds will do a lot of error checking: https://vulkan.lunarg.com/sdk/home I doubt you would see any validation errors with your card but it is possible.
  2. This is with tessellation off, right? (It's disabled per-camera by default, so if you did not change the example code it is disabled.)
  3. Thanks for the video! I will contact AMD about this.
  4. Of course, getting the new editor up and running is top priority. The engine stands on its own as a programming SDK, but the visual editor will make the biggest difference in people's lives. The screenshots I've shown are the result of probably two months of work total. It came together a lot faster than I was expecting, probably because I invested so much time in getting the GUI and other features right, so now it's easy to build on. The new extensions system in the editor is going to be very very fun for us all, and I am really looking forward to working with people to make that useful. Undoubtedly, there will be many small fixes for me to make as people dig more into the engine. I don't mind because we have a platform now that is designed the right way, and it's worth making it perfect. There are many ways the performance of Ultra can be used at NASA, too, and I am super stoked to put this technology in use for space projects. The future is cool. 😎
  5. Free-to-play on Steam: https://store.steampowered.com/app/1512210/Ultra_App_Kit/ If you had an Ultra App Kit subscription, it has been converted into an Ultra Engine subscription (I reused the app ID for the engine), but your account has kept the lower price of UAK, and you can still access the original builds of UAK. I very much appreciate the people who were willing to take a chance and help try that out.
  6. Should be fine. The GUI system internals haven't really changed at all.
  7. Always here: https://ultraengine.github.io/files/UltraClient.exe
  8. The client application is updated to select the current stable version by default. A version 1.0.1 was added. This is currently identical to 1.0.0, but will receive new updates., while version 1.0.0 will be frozen as-is. You can switch to 1.0.0 by uninstalling, selecting the version you want, and then installing. (Just the engine, not the whole client.)
  9. No, but you can create one label on top of another. I think this is okay for now. There will undoubtedly be a lot of small adjustments that are needed. This should be fixed, but I think it can wait a little bit.
  10. I've been waiting for someone to mention this.... What you are seeing is happening because the culling is asynchronous. When you quickly scroll some items pop into view, but since a new visibility list has not been received from the culling thread, it does not draw the new objects that are in view yet. You can get the same effect with a listbox with many items or a treeview. There are some different possible solutions for this. I could make the camera culling frustum bigger, or disable frustum culling on a per-object basis. It is probably best to get the engine in people's hands first, see how it gets used, and then decide on a solution.
  11. Update Fixed keydown state not working Fixed widget clipping bug
  12. When I right-click the mouse the red panel appears. Maybe your installation is not up to date?
  13. I’ll send you some code...
  14. That's crazy! How is the IDE text being drawn?
  15. Cleaned and rebuilt the library.
  16. I don't feel like the usage of this is common enough to warrant a method. Update Fixed widget clipping
  17. I want to note that MouseEnter() etc. are now protected methods. They can be accessed from a subclass of Widget, but not from outside the class. However, you can duplicate this behavior by feeding an event into Interface::ProcessEvent.
  18. Cake is ready? Update subclassed the namespaces so UltraRender:: is now UltraEngine::Render::, etc. This won't affect you, but the preprocessor has been updated. In the preprocessor main.cpp file there are two mentions of "UltraCore". These should be changed to UltraEngine::Core: https://github.com/UltraEngine/Preprocessor/blob/main/Source/main.cpp
  19. Fixed cubemap DDS loader error.
  20. Update Added support for RGB/BGR formats in DDS files Fixed widgetblock transparency problem
  21. Although both DX and Vulkan do not support RGB or GBR texture formats, it appears the DDS file format can store these. So I added some code to convert this data to RGBA when it is encounterd.
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