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Posts
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Community Answers
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Josh's post in Prefabs spawn at the wrong location was marked as the answer
In my tests the problem is resolved. New build will go up later today with the fix.
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Josh's post in Multiple instances still running after crash to desktop. was marked as the answer
A bug was fixed that would cause launched processes to hang. This may resolve your issue with the preview tool.
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Josh's post in latest updates was marked as the answer
Marking this as solved since I think it is...
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Josh's post in mdl chind entitys without tags was marked as the answer
Okay, the problem is that Entity::Copy() was not copying the tags. I believe this will be fixed in the next build that goes up.
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Josh's post in Tags and prefabs was marked as the answer
Okay, the problem is that Entity::Copy() was not copying the tags. I believe this will be fixed in the next build that goes up.
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Josh's post in Shadow Banding was marked as the answer
I think this is fixed on current build of beta branch, please sync to get the shader update.
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Josh's post in Collision launches player into air was marked as the answer
Thanks for reporting this. The issue will be resolved in the next build that goes up. This was caused by an "improvement" I tried to make, so it was easier to jump while running up stairs, but the problem here clearly show the "fix" was not worth it.
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Josh's post in mdl collider dont load was marked as the answer
I am going to mark this as solved because I think it is not occurring in the current build.
I recently made some changes with colliders stored in the map file, and that probably eliminated this problem.
Please let me know if anything needs further investigation.
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Josh's post in SetViewMode() was marked as the answer
I am going to mark this as solved. I think you just need to cast the entity to a sprite. Let me know if there is still a problem when you get back.
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Josh's post in Mat4::MakeDir not working? was marked as the answer
Use mat.GetQuaternion() to get the exact rotation.
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Josh's post in World Update Hook Invalid Syntax was marked as the answer
I had to change the way hooks are inserted into the object info.
In the next build, this example will work:
#include "UltraEngine.h" using namespace UltraEngine; struct MyObject : public Object { int count{ 0 }; static void Hook(shared_ptr<Object> source, shared_ptr<Object> extra) { auto world = source->As<World>(); auto o = extra->As<MyObject>(); o->count++; Print(o->count); } }; int main(int argc, const char* argv[]) { //Get the display list auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1920, 1080, displays[0], WINDOW_CLIENTCOORDS | WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); auto o = std::make_shared<MyObject>(); world->AddHook(HOOKID_UPDATE, MyObject::Hook, o); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); Sleep(1000); } return 0; }
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Josh's post in F5 from the editor was marked as the answer
Okay, I just added a timer that runs when the game is active, so events are continuously being emitted in the editor and it keeps reading the process pipes.
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Josh's post in Wrong transparent order was marked as the answer
Your images are broken links.
There was a problem with the depth mask shader not working. I have fixed it.
DepthPass_Masked.frag
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Josh's post in Unique Sound Count was marked as the answer
I suspect the 28th step is triggering a garbage collection step...
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Josh's post in Terrain-Editing (no indicator) was marked as the answer
Fixed, shader update required.