Jump to content

Josh

Staff
  • Posts

    23,225
  • Joined

  • Last visited

Community Answers

  1. Josh's post in Mouse Lag in Prefab was marked as the answer   
    Fixed.
  2. 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.
  3. Josh's post in Skeleton not visible in editor was marked as the answer   
    Fixed.
  4. 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.
  5. Josh's post in latest updates was marked as the answer   
    Marking this as solved since I think it is...
  6. 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.
  7. 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.
  8. Josh's post in Posteffects break Wireframe view was marked as the answer   
    I fixed the problem.
  9. 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.
  10. Josh's post in Random() was marked as the answer   
    ???
  11. 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.
  12. Josh's post in PBR Bug was marked as the answer   
    Okay, I changed the pixel format these images get stored in, and it seems to work correctly now. Thank you for reporting this issue.
  13. 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.
  14. 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.
  15. Josh's post in Model's Origin's are always center. was marked as the answer   
    Fixed
  16. Josh's post in Weird in-baking of reflections. was marked as the answer   
    I got it sorted out.
  17. Josh's post in Mat4::MakeDir not working? was marked as the answer   
    Use mat.GetQuaternion() to get the exact rotation.
  18. Josh's post in Resizing Probes/Box Lights was marked as the answer   
    Fixed for next build
  19. 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; }  
  20. Josh's post in Build 785 was marked as the answer   
    Both issues are fixed.
  21. 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.
  22. Josh's post in Third LOD was marked as the answer   
    The way LOD distances is stored in the MDL file format is a little weird. I am changing this in the next build and this problem will be fixed.
  23. 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
  24. Josh's post in Unique Sound Count was marked as the answer   
    I suspect the 28th step is triggering a garbage collection step...
  25. Josh's post in Terrain-Editing (no indicator) was marked as the answer   
    Fixed, shader update required.
×
×
  • Create New...