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Josh

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Posts posted by Josh

  1. @reepblue pointed out this library for UV unwrapping:
    https://github.com/jpcy/xatlas

    68638607-d4db8b80-054d-11ea-8238-845d94789a2d.gif.d27feeb9e23407b6e9a69425b4b8ad92.gif

    I added these values to the AssetEditor class:

    • asseteditor.model: the open model, if it exists.
    • asseteditor:Invalidate(): Triggers a viewport redraw.
    • asseteditor:Modify(): Causes the file to be set as "modified".
    • asseteditor.modelmenu: Menu displayed when a model is loaded.

    The event EVENT_INITASSETEDITOR is emitted when an asset editor window is initialized, so you can add a menu item to the modelmenu at this time.

    Since Lua can call functions from a DLL, that should be everything needed to create an unwrapping extension.

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  2. There is a typo in my declaration of this function. You can work around this temporarily by supplying a second Vec3 to the function arguments like this:
     

     

    local joint = CreateBallAndSocketJoint(parent.position, Vec3(0), parent, child)

     

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    • Vertex tool can now select objects.
    • Increase size of vertex indicators when DPI scaling is used.
    • Added default materials so brushes aren't bright white on creation.
    • Edge selection highlight thickness now adjusts with DPI scale
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  3. From MS:
    https://learn.microsoft.com/en-us/dotnet/api/system.io.filesystemwatcher.created?view=net-8.0

    Quote

     

    Common file system operations might raise more than one event. For example, when a file is moved from one directory to another, several OnChanged and some OnCreated and OnDeleted events might be raised. Moving a file is a complex operation that consists of multiple simple operations, therefore raising multiple events. Likewise, some applications (for example, antivirus software) might cause additional file system events that are detected by FileSystemWatcher.

     

     

  4. I added a weak pointer in the shader module (the asset) to all shaders they get attached to, and it will reattach them and update the shader automatically when the module is reloaded.

    Tested shader editing in VSCode and Notepad and with both those programs the asset only gets reloaded once...

    • Added selection toolbar item
    • Added basic implementation of drag-select area. The volume intersection test is not exact yet.
    • Revised the way converters work to make them more useful. I recommend deleting the FBXToglTF and ColladaToglTF scripts in Scripts/Start/Converters, if you have those files. Converters can now be enabled and disabled with settings. Everything is managed entirely in script, except for detecting files that need to be converted and emitting the convert file event.

    image.thumb.png.a46c33dc389865a1fdc443b39c082a0a.png

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