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Josh

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  1. 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.
  2. Josh's post in Docs was marked as the answer   
    fixed
  3. 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.
  4. 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!
  5. Josh's post in Component filecategory buttons overlap was marked as the answer   
    That button should not appear at all. Removing...
  6. 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.
  7. Josh's post in Removing Items From The Scene Tree. was marked as the answer   
    Fixed.
  8. Josh's post in Component String Value Widget Doesn't saved. was marked as the answer   
    Already fixed.
  9. 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; }  
  10. 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.
  11. Josh's post in String field in custom component does not save new value in editor. was marked as the answer   
    Fixed.
  12. 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.
  13. 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!
  14. 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.
  15. Josh's post in Rotating from bottom of rotation indicator switch to creating object was marked as the answer   
    Information is missing. Closing this.
  16. 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
  17. Josh's post in Drag/Drop of files from explorer to the Editor uses wrong folder was marked as the answer   
    Fixed.
  18. Josh's post in Widget->SetText documentation error was marked as the answer   
    thanks
  19. Josh's post in Instantiate does not inherit gravity mode was marked as the answer   
    Easy fix, thanks for reporting.
  20. 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.
  21. 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.
  22. 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.
  23. Josh's post in Component Window Hidden by Taskbar. was marked as the answer   
    Fixed.

  24. 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.
  25. 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.
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