Jump to content

Josh

Staff
  • Posts

    23,143
  • Joined

  • Last visited

Everything posted by Josh

  1. Josh

    Multiple components

    Right-click on the treeview node and there's a menu for components.
  2. Can't say exactly when. Right now I am working on viewport navigation, selection, and object properties. The last remaining big items are: CSG editing Terrain editing This stuff can be time consuming, but I also feel like it is a lot simpler than the hardcore research-and-development I was doing. I'm back to coding on a simpler level, like when I made Leadwerks.
  3. I think you would want to render the outlined objects each to a separate camera using the render layers feature to control what appears where, and then have a transparent sprite for each one that gets drawn in the final 2D camera.
  4. Custom fonts on Windowed interfaces are currently not supported, but you can adjust the text scale and weight on a per-widget basis,and it will be scaled relatively for different DPI settings. On windowed interfaces, the GUI will use the default system font. LoadFont is for use with 3D GUIs and sprites, and is only available in Ultra Engine: https://www.ultraengine.com/learn/LoadFont?lang=cpp
  5. Okay, the good news is that people want the new software, but there is a problem with this licensing model. A subscription model could work in theory, but it looks like its just pushing people away, regardless of what the price actually is. Some interesting things I saw: A few times I saw people say "I can't afford that", even when the cost was very low. Like, even if it was $0.99 a month, I think people would still feel the same way. Someone offered me several hundred dollars to buy a perpetual license, rather than pay a lower amount for the subscription. Zero people said "subscription is okay, I just want a lower price". I think this clearly demonstrates the problem isn't pricing, it's just that people just don't like the terms of that licensing model. It's fine for business customers, but I don't think it works for consumer software. Therefore, Ultra Engine will also offer a conventional perpetual license. You can pre-order the standalone version now if you wish, and you will receive it upon release: https://www.ultraengine.com/community/store/category/1-software/ Paid updates with major new features will be available approximately every 1-1.5 years, but you can continue using the version you own forever. This is a licensing model that everyone accepts as fair, and it does what we need. Note the pricing is different from Leadwerks. There is no separate DLC required for the pro version, it's just $99, and the standard version is priced to be competitive with a new video game. A .NET version may arrive in the future, but I don't have any more information on that for now. Thanks all for your honest feedback. Sorry for the drama.
  6. for (auto lod : model->lods) { for (auto mesh : lod->meshes) { mesh->Translate(-mesh->bounds.center); auto mtl = mesh->material; } } model->UpdateBounds();
  7. This will do it: https://www.ultraengine.com/learn/Mesh_Translate?lang=cpp And then call Entity::UpdateBounds().
  8. Josh

    Multiple components

    Shot of interface handling properties for multiple components attached to one entity.
  9. 1.0.2 Face::SetMaterial method is now public Fixed terrain tile hiding bug
  10. I think that is something I have not made a final decision yet on how it should work...
  11. It has a minimum size, since that is the resolution of the mesh pieces. The TileHidden issue is something I already found and fixed in the source...update coming tomorrow!
  12. Yeah, it seems this is what everyone is really waiting for....
  13. “Clean” is something people kept saying when I showed the interface at ITSEC. Back then it was just a nonfunctional mockup.
  14. Also, welcome to the glorious future. 😁
  15. There is currently no mechanism to remove a component. Maybe you just want to disable it?
  16. This is the sixth time we have done this, and we have become exceedingly good at it....
  17. It sounds like visual studio is hss as bing problems. I’ve been seeing a lot of weird stuff like this myself lately.
  18. Thanks for the heads up. I need to pack the default mesh files into the source somehow...
  19. What are contact shadows?
  20. 1.0.2 When async rendering is disabled, animation changes will now occur in the same frame, fixes the one-frame lag that was in animation in model editor. Added View > Show Skeleton menu item in asset editor when viewing models.
  21. You can remove the script in Scripts/Start/Converters and the converter will no longer be active.
  22. I don’t know. I can’t comment on things outside the scope of Leadwerks
  23. Ultra Dngine support for Lua is not complete yet. They work in a similar manner but are not 100% identical
  24. when you create a new script in the editor there is a collision function that is called for each collision that occurs.
×
×
  • Create New...