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Josh

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Everything posted by Josh

  1. for (auto i : polyindices) { points.push_back(vertices[i]) } AddFace(points);
  2. They are added in the order you specify, and form a concave polygon. Typically this is just used for quads or maybe brush faces. What are you trying to do?
  3. No, it accepts any number of vertices more than two.
  4. 1.0.3 Grab and drag in the 2D viewports. This works differently from Leadwerks, in that no widget is shown, you just click on an object and start dragging it.
  5. camera->SetDebugPhysicsMode(true);
  6. 1.0.3 You can now drag models from the asset browser into any viewport to create an instance of the model in the scene. Initial implementation of object translation when selected.
  7. That is strange, I didn't even bother checking because it seemed so simple, but I get the same error with VS 17.6.2, on the same machine.
  8. Oh yeah, I changed the way this works. After creating the collider, call Collider::AddFace for each polygon / face. When you are done adding faces, call Collider::Finalize(). This gives you control over the exact number of vertices per face, and the finalize method also exposes the Newton optimize feature, which will attempt to merge adjacent coplanar faces.
  9. Josh

    Sky.jpg

    I really like this skybox. It completely changes the look of the game. It reminds me of these retro-style posters:
  10. 1.0.3 New build with latest version of VS and all recent changes.
  11. The more people pre-order, the faster I work! I can't say how long it will take but the editor is going pretty fast. I'm starting the 3D scene editing now.
  12. I'll have an update up shortly. Apparently it is possible to roll back VS updates, but I don't know how?: https://developercommunity.visualstudio.com/t/introduce-the-ability-to-roll-back-a-visual-studio/395028 It would be a good idea to find the answer, in case we ever experience anything like this again.
  13. See propertygrid: https://github.com/UltraEngine/Extras/tree/main/Code/C%2B%2B/CustomWidgets It's not exactly what you are describing, but it might be useful to you.
  14. You can do this with a custom widget: https://www.ultraengine.com/learn/CustomWidgets?lang=cpp You will need to add blocks to represent each element of the widget you want to draw. See the source code for the listbox widget for ideas how it can be done.
  15. 1.0.3 Fixes to the multi-select listbox that appears when you are using search in the scene browser.
  16. 1.0.3 Texture view zooming implemented in asset editor window. Comboboxes now expand the width of the dropdown window if an item text is too wide. Single viewport view now shows the active viewport, or if the F11 key is used and the mouse is hovered over another viewport, it will be used. More fixes to Leadwerks .phy collider loader.
  17. I just copied the 1.0.2 folder on the server. Have no uploaded a new build yet, but I did update VS to the latest.
  18. 1.0.3 Fixed Leadwerks .phy collider file loader errors.
  19. Okay, there's an update on 1.0.3 now. Let me know what you think.
  20. 1.0.3 Some adjustments to the multi-select list view that appears when the scene browser search is used. Removed 'Browse..." item from collider drop-down list in asset editor. Added "Load Collider" menu item to asset editor, which can load a collider file or a model. If a model is loaded it will be turned into a mesh collider with face optimization enabled.
  21. Well, yeah, you can do pretty much anything as an extension. So you are saying that if I was to choose one way to do this, you are usually loading mesh colliders (static), not convex hulls?
  22. There is a "browse" option in the collider drop-down, but you raise a good point. The current design follows how mesh materials and material textures work. With those items, there are multiple files that might be applied to one asset in one window. However, with colliders there is only one collider per model. So that might be a justification why a menu item for the window is the better option. I'm dragging my feet on your request to load colliders directly from models because: Colliders loaded from models could be a Newton tree collision (mesh) or convex hull(s). Convex hulls have a tolerance value to control exactly how precise/detailed the hull is. Collision trees have an optimize parameter to control whether adjacent faces get merged. These options are all available in the current interface. In order to support them in a model loading step, I would need to duplicate all this functionality in a new interface. It is strange to implement the same feature twice.
  23. You can open an OBJ file in the asset editor and create a convex hull from that, then save it to the file you want.
  24. 1.0.3 Scene browser search bar now works! Use this to filter all the objects in a map. This is something I wanted in Leadwerks, but never did. Asset editor animation panel / status bar / progress bar consolidated into a single panel that changes based on program state.
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