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Posts posted by Josh
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I messed around with that at one point, but it's not installed now, and I don't want to use it.
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This just isn't a supported feature. Your best bet would probably to build your own DLL in C++.
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This isn't supported.
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Removed the option for now.
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The application does its best to guess what files might be a normal map when materials are created. Common suffixes include _dot3, _norm, _n, and a bunch of other variations.
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Thank you, it was just a case-sensitivity issue. A fix will be up soon.
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Confirmed...it seems you can add directories in any subdirectory, but not the root...checking it out now.
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I still want a bloody t-shirt from the tight git for the Xmas tree thing though
How the heck did that happen?
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Prefabs require a top-level entity. If there is no top-level entity, it can't be treated as a prefab. So that's the reason for this, though automatically adding a top pivot might be a good alternative.
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Fixed for next update.
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This is not sufficient information. I can't produce the error. (Presently on Ubuntu.)
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Adjust the light range parameters to remove this artifact. It's basically shadow acne. I've seen the exact same thing in STALKER.
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Menu option removed in next build, out shortly.
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Window:Create(0,0,1280,720,Window.FullScreen)
The first argument should be the window title.
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I disabled mouse wheel scrolling in the asset browser because it was unreliable. For now, this is just going to be considered a low-priority known issue.
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I found out how to set the locale, so this will be fixed shortly.
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I found out how to set the locale, and the next build will always use US English.
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The correct behavior should simply be to have those options disabled.
Originally, our script editor was written using the native textarea widget. Then I switched it over to Scintilla, but could not find an implementation of Scintilla for GTK2. Fortunately, I still had my text editor code that handled syntax highlighting, so I was able to just revert to that.
Will update shortly, with those options disabled. In the future this is something I would like to improve.
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Fixed, update will be out shortly.
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I really recommend against relying on the light quality setting or hacks like that. 1 meter sounds very excessive. I'm thinking more like 0.25 meters.
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I actually put a lot more effort into promotion for mobile, but it's up to the media to pick up your story and run with it. I showed them a deferred renderer on an iPad, and nobody cared. When I did interviews for mobile all they wanted to do was ask me questions about Unity. I'm not even sure if the interviewers understood the concept of a game engine outside of that.i still don't really get it how mobile etc. can be compared with that huge difference of advertising that was published.
Mobile got nearly no advertising as far as i know and Linux now got a lot of advertising like Greenlight, kickstarter Josh going to different events etc.
I accept that Josh is focusing on Desktop for now. It is just a bit sad that the mobile LE3 stuff i bought is pretty much useless for me. especially now.
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What I need to do is remove any shortcuts that don't use a modifier key, since having the focus in a text field does not prevent hot keys from being triggered.
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There are shortcuts for the translate/rotate/scale tools.
Thanks, that's an easy fix.
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You should assume the user might set these to the lowest possible values.I understand the wall thickness, but when you use a csg to create a building walls that approach 1wu starts to get huge unless we are scalling everything in the world up. This scene I can get away with vastly thicker walls, but I have a building that is made up of brick that needs to be the depth of a read brick. Are the World:SetLightQuality, and DirectionalLight->shadowstagerange[3] exposed to lua?
I don't know what a "wu" is? Some unit of measurement?
Mobile plans ?
in General Discussion
Posted
I would be very surprised if that was the case. The Kickstarter campaign was selling an idea for a product that didn't exist yet. There's still a lot of Linux users left to convert.
I don't have any plans for a paid upgrade any time soon. We're gaining a lot of new users pretty quickly, so I am very satisfied with that.