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Josh

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Everything posted by Josh

  1. There is currently no mechanism to remove a component. Maybe you just want to disable it?
  2. This is the sixth time we have done this, and we have become exceedingly good at it....
  3. It sounds like visual studio is hss as bing problems. I’ve been seeing a lot of weird stuff like this myself lately.
  4. Thanks for the heads up. I need to pack the default mesh files into the source somehow...
  5. What are contact shadows?
  6. 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.
  7. You can remove the script in Scripts/Start/Converters and the converter will no longer be active.
  8. I don’t know. I can’t comment on things outside the scope of Leadwerks
  9. Ultra Dngine support for Lua is not complete yet. They work in a similar manner but are not 100% identical
  10. when you create a new script in the editor there is a collision function that is called for each collision that occurs.
  11. Lua itself does not have any commands for 3D graphics or collision. I dont know why you would be looking at anything other than the official leadwerks documentation. I can’t control what information google shows you
  12. There is a collision function in a new script you can uncomment and start using: And then this function can change the world gravity: https://www.leadwerks.com/learn?page=API-Reference_Object_World_SetGravity
  13. The lua tutorials are all here: https://www.leadwerks.com/learn?page=Tutorials_Lua-Scripting
  14. Your links don't work, so I can't look at whatever you are trying to show. Leadwerks is not dead. It runs perfectly on almost any computer.
  15. Josh

    Collada Import

    This is a model imported straight from the Amnesia :Rebirth games files, in Collada (DAE) format. The textures did not survive the conversion, but it only took a few seconds to select the right ones.
  16. 1.0.2 Custom converters are now supported! Leadwerks used hard-coded converters, but in Ultra you can add your own with a script. See "Scripts\Start\Converters" for details. FBX and Collada glTF converters included.
  17. With Vulkan code, I can't just jump right into it and know what is going on. It takes me a while to poke through the code and figure out what it does, even though I wrote it. I have to do this every single time I go back in and change something. It's just too complicated to keep it all in my mind at once. I think this is probably how most people feel once code gets beyond a single component's contents.
  18. 1.0.2 Fixed fullscreen window minimizing bug.
  19. The Lua language documentation is good for learning the details of the Lua language, but will not include any information about Leadwerks commands.
  20. Also note Model::Animate has a new parameter to set the starting frame of the animation.
  21. Widget::GetInterface(). Note this can return NULL if the interface object has gone out of scope.
  22. 1.0.2 Fixed fullscreen window changing error.
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