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Posts posted by Josh
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I have added some commands in the API and I guess I did not update the Lua declarations to match. This is the method syntax:
IntersectsBrush(shared_ptr<Brush> brush, shared_ptr<Face> face = NULL, const float epsilon = 0.0f)I am adding the required overloads now. NIL probably won't work for the face until I add the right syntax.
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If you are running in debug mode it should tell you more information about the error.
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31 minutes ago, SpiderPig said:
The only way I can correct it is to double the vertices where the UV Coords are different. But of course, I get lots more vertices.
I've never noticed it before but all models that have UV coords must have many extra vertices just to get the unique UV coords. Unless there is something I've missed
This is correct. This is a common behavior in almost all game model formats. You are doing it correctly.
32 minutes ago, SpiderPig said:there is a way to use the second UV Coord set?
The second UV set is available in the .zw coordinates of the texcoord value.
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AO will only be rendered when the AO map is assigned to the AO texture channel...BUT...
The AO map and the metal-roughness map can be the same texture. So if you assign it in both slots, you have AO.
This is the way glTF does it. I don't think it really requires an extra texture sample in the fragment shader, because of the texture cache.
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@reepblue pointed out this library for UV unwrapping:
https://github.com/jpcy/xatlasI 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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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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Fixed.
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I do not understand your question.
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- Fixed image converter errors.
- All converters are now disabled by default.
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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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In the CreateWindow function in Source/main.cpp or Source/main.lua, use the WINDOW_FULLSCREEN style for the window style.
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New version of this has been added to the default install.
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- Bug fixes
- Opened prefabs can now be saved like map
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See Camera::SetClipPlane and CameraClipPlane0 in CameraInfo.glsl.
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It may be possible to improve this in the future but I am wary of trying to mask this behavior, since it might lead to other problems. For now I am going to consider this "not a bug".
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From MS:
https://learn.microsoft.com/en-us/dotnet/api/system.io.filesystemwatcher.created?view=net-8.0QuoteCommon 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.
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Editing a .fam file in VS Code, I do see two FILE_CHANGED events being emitted by the file system watcher.
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Just installed Notepad++ and had no problems with multiple reloads when saving a post-processing fragment shader file.
Let's see what happens when the next build of the editor goes up.
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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...
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- 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.
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It says that you left the conversation!
I sent a new PM.
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I think the type needs to be an exact match. We should determine what a bindless handle looks like on the CPU side.
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Quite a lot of Steamworks is exposed already:
https://www.ultraengine.com/learn/Steamworks?lang=cppThere is also support for XBox controllers here: https://www.ultraengine.com/learn/GamePad?lang=cpp
I have not used Steam input myself. I did some work with their early Steam controller API, but I think that got deprecated.
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CreateBallAndSocketJoint
in Bug Reports
Posted
I have replaced the function declaration with this code, which will handle all variations:
An update will be available tomorrow.