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Posts
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Community Answers
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Josh's post in Small mistakes in documentation - where to report? was marked as the answer
Thanks, I made the needed changes. It will take a few hours for the pages to re-cache.
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Josh's post in Slice assert failed was marked as the answer
In your example, at the last line ship and B are the same brush.
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Josh's post in Cylinder CSG editing seems glitchy was marked as the answer
I am going to close this because the original issue is solved and I am not sure if there is any other problem. If you are able to produce any other bad behavior please create a new thread with the description. Thanks!
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Josh's post in Component filecategory buttons overlap was marked as the answer
That button should not appear at all. Removing...
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Josh's post in dev branch was marked as the answer
Sorry about that. 0.9.3 will go onto the stable branch in a week, and at the point some people may wish to switch off the beta.
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Josh's post in use_count() in smart_ptr<Window> increments with each input event was marked as the answer
Okay, here is a working example that proves the window and framebuffer reference counting are working correctly. Note you must call PeekEvent / WaitEvent or FlushEvents to clear the event queue each frame. It is also necessary to call World::Render if you create a framebuffer, because otherwise the rendering command buffer never gets cleared and it keeps the old framebuffer in memory.
#include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { int n = 0; //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow(String(n), 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto camera = CreateCamera(world); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) WaitEvent(); if (window->KeyDown(KEY_SPACE)) { ++n; int count = window.use_count(); window = CreateWindow(String(n), window->position.x + 50, window->position.y + 50, window->size.x, window->size.y, window->display, window->style); framebuffer = CreateFramebuffer(window); } world->Update(); world->Render(framebuffer); } return 0; }
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Josh's post in Object Renaming Issue was marked as the answer
Okay, great. Thanks to your detailed instructions I was able to identify the issue and solve it pretty easily. The change I made to the multselect treeview automatically fixed the renaming issue, and the other was easy to fix.
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Josh's post in String field in custom component does not save new value in editor. was marked as the answer
Fixed.
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Josh's post in Component is not shown correctly with double nesting was marked as the answer
I fixed it so sub-sub-folders won't get loaded.
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Josh's post in Multi-selection not working was marked as the answer
I think this is fixed. Update will be in the next build that goes up.
Also, cool looking props!
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Josh's post in Thumbs view was marked as the answer
Okay, I added some logic in RealPath that gets rid of double-slashes and it seems to work now. Will be available in the next build that goes up.
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Josh's post in Rotating from bottom of rotation indicator switch to creating object was marked as the answer
Information is missing. Closing this.
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Josh's post in Windows 11 UltraEngine Beta Crash On Box Side Selection was marked as the answer
I think this is fixed, in next build that goes up
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Josh's post in Drag/Drop of files from explorer to the Editor uses wrong folder was marked as the answer
Fixed.
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Josh's post in Instantiate does not inherit gravity mode was marked as the answer
Easy fix, thanks for reporting.
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Josh's post in Parents keep children alive was marked as the answer
Yes, this is the correct behavior. Otherwise if you loaded a model, all the limbs would get deleted automatically unless you created a variable for each object in the hierarchy.
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Josh's post in Will the engine be source available. was marked as the answer
No, never.
This week I am focusing on bug fixes and enhancements to the editor, but I will be focusing again on hardware compatibility soon.
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Josh's post in Issue with SetRotation() Function in Test Project was marked as the answer
You are experiencing something called Gimbal lock:
https://en.wikipedia.org/wiki/Gimbal_lock
The solution is to rotate the mesh in your modeling program so it's not pointing near +/- 90 degrees.
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Josh's post in Cant create new objects was marked as the answer
Press Enter or right-click and select the Create popup menu item.
Object types that require extra parameters like cylinders and terrain will crash the program right now. I am finishing it today.
This is only on the beta / dev branch, the stable branch still works the same as before.
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Josh's post in Create terrain crash editor was marked as the answer
This is a known issue in the dev channel right now, due to changes in the object creation process. It will be fixed shortly.