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reepblue

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Everything posted by reepblue

  1. LZMA is in the ziplib repo and should be easily compilable. Josh just has to include it. I actually rearranged ziplib so it all compiled in one fat static lib and it worked fine.
  2. The library that 7z uses should be apart of ziplib unless Josh excluded it.
  3. No. Unlike Epic Games, Josh isn't 40%+ owned by a Chinese firm. What modifications you have on mind? I'm sure Josh will be able to see if he can add it in as a future update. He has been pretty open in discussing how everything works too so you shouldn't need to do much reverse engineering. Source code would be nice but I personally don't see a need for it if everything is working.
  4. This makes sense but I understand why this would be annoying.
  5. If/when the group feature is implemented, it would be better to auto group the brush segments.
  6. I had this happen many times. It happens when editing in face selection mode. Try having all the faces selected and try to grab only one of the faces.
  7. I didn't see any changes on my end ether. I even used the sliders to move the UV around and the material stayed still.
  8. I imagine you'll still notice it on slower hardware but it'll be less obvious than Debug.
  9. This lua script will generate a working VS project with Premake. Replace "Game" with the title of your project. I store premake5.exe and this script in a "Tools" folder where my preprocessor also sits. I might make a git repo in the future depending how often this will change. -- Define Ultra Engine Paths UltraEnginePath = os.getenv("ULTRAENGINE") if UltraEnginePath==nil then return end -- Define Game Directory (Relative to this premake script) GameDir = path.getabsolute("..") -- Define Root Source Directory SourceDir = GameDir .. "/Source" -- Define Soultion Directory SoultionDir = GameDir -- Define tools Directory ToolsPath = GameDir .."/Tools" -- Workspace workspace "Game" location "%{SoultionDir}" startproject "Game" configurations { "Debug", "Release"} filter {"system:windows", "configurations:*"} architecture "x64" project "Game" targetname ("Game") location "%{SoultionDir}" language "C++" cppdialect "C++17" staticruntime "off" editandcontinue "on" flags { "MultiProcessorCompile" } conformancemode (false) -- Game Location targetdir("%{GameDir}") debugdir ("%{GameDir}") -- OBJ Output Location objdir ("%{prj.location}/.vs/%{cfg.buildcfg}") -- Include Directories includedirs { -- Engine "%{UltraEnginePath}/Include", "%{UltraEnginePath}/Include/Libraries/zlib", "%{UltraEnginePath}/Include/Libraries/Box2D", "$(UniversalCRT_LibraryPath)", "%{UltraEnginePath}/Include/Libraries/freetype/include", "%{UltraEnginePath}/Include/Libraries/OpenAL/include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/RecastDemo/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/DetourCrowd/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/DetourTileCache/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/DebugUtils/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/Recast/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/Detour/Include", "%{UltraEnginePath}/Include/Libraries/sol3/include", "%{UltraEnginePath}/Include/Libraries/Lua/src", "%{UltraEnginePath}/Include/Libraries/enet/include", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dTinyxml", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dExtensions", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dlkSolver", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dJoints", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dModels/dVehicle", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dModels/dCharacter", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dModels", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dParticles", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dNewton", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dCore", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dCollision", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dVehicle/dMultiBodyVehicle", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dVehicle", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dMath", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dgCore", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dgNewton", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dAnimation", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dgTimeTracker", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dContainers", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dCustomJoints", -- Local Source Directory "%{SourceDir}" } files { "%{SourceDir}/**.h", "%{SourceDir}/**.hpp", "%{SourceDir}/**.cpp", } -- Global Defines: defines { "_NEWTON_STATIC_LIB", "_CUSTOM_JOINTS_STATIC_LIB", } -- Shared PCH pchheader "UltraEngine.h" --------------------------------------------------------- -- Visual Studio Exclusive --------------------------------------------------------- filter "action:vs*" systemversion "latest" entrypoint "mainCRTStartup" pchsource "%{SourceDir}/UltraEngine.cpp" files { "%{SourceDir}/**.ico", "%{SourceDir}/**.rc" } libdirs { "%{UltraEnginePath}/Library" } defines { "NOMINMAX", "_HAS_STD_BYTE=0", } linkoptions { "/delayload:openvr_api.dll" } -- Preprocessor prebuildcommands { --"\"%{ToolsPath}/preprocessor.exe\" +path ../" } filter {"system:windows", "configurations:Debug"} links { "UltraEngine_d.lib" } filter {"system:windows", "configurations:Release"} links { "UltraEngine.lib" } filter "configurations:Debug" defines { "DEBUG", "_DEBUG" } kind "WindowedApp" targetsuffix "_d" runtime "Debug" symbols "on" filter "configurations:Release" defines { "NDEBUG" } kind "WindowedApp" runtime "Release" symbols "off" optimize "off" --------------------------------------------------------- --------------------------------------------------------- My batch script: @echo off :: Check to see if Ultra Engine is installed and defined. if not exist "%ULTRAENGINE%" ( echo ERROR: Unable to find Ultra Engine installed on this PC! Try running the editor first! pause EXIT /B 999 ) echo Found Ultra Engine at: "%ULTRAENGINE%" :: Go into the Tools folder. pushd . cd Tools premake5.exe --file=premake5.lua vs2022 popd pause
  10. Posting this here so my thoughts have been heard before the weekend. I think the left sidebar should return with the following: Object Selection/Edit Mode Face Selection/Edit Mode CSG Creation Point Entity Creation (Lights, Pivots, Etc) Volume Entity Creation (Probes, NavMesh, maybe even make a new entity that's just an empty volume for triggers so we don't have to make trigger brushes invisible in code anymore.) Terrain Tool (Sculpting Terrain only) Paint Tool (Vertex/vegetation painting) The Object tab would reflect what can be created in each mode. Something I never got used to was having what I can make split up in different categories. I should be able to see every point entity I can create in one menu. I also want to turn Instant Creation off. I also think the paint tool should be different from the terrain tool as I would like to see vertex painting on bushes to add more variety to walls and floors in the future. Some of this can be optimized, but just some thoughts when it comes to the 3 creation points.
  11. I'll give it a try and report back to you since it seemed like it was exclusive to me.
  12. Interesting. I also have a 3060 and I never got this. However, I don't religiously update my driver's like I should.
  13. @Josh This is why we need grid snapping. This is frustrating. video.zip
  14. Pushed an update adding a scroll bar to the settings window and deleted references/files that were part of some failed experiments. I think I'm going to draw the line here for now. Any other thing I try to do feels like I'm intruding on the developer.
  15. If you have more than 8 subfolders, the component box can be hidden by the taskbar.
  16. Made this private as Josh now has official code for people to use.
  17. Just open the editor and any option that's true by default will show this bug.
  18. Josh and I were talking about effects that should be part of the default shaders. I'm making a list here. Simple UV manipulation: Rotation - I should be able to simply spin a material from the center or a defined position in the UV. Scrolling - For conveyer belts and such. I might also use this for my fizzler. Animation with a volume texture. All texture sheets should cycle its frames unless the sheet doesn't have any additional frames. If possible, maybe allow for each sheet to have its own animation speed defined in the material? If not, one speed value for the entire material is fine. If no speed is defined, it should animate at 60fps automatically. Emission Color Modification. In Cyclone, I created a shader that piped the entity's color to the emission mask instead of the diffuse texture and it worked out really well. I just had to change the entity's color in code to make something glow a different color. I'd like to be able to do something like this in Ultra Engine. Alternatively, if a model can have multiple material variants (i.e Skins), I can just swap the skin instead. In my opinion, implementing this would have much more use cases than allowing me to change the emission color but do what's best. Maybe both can exist? UV Tiling on decals. The Decal system hasn't been started but this was also another custom shader I had to do in Cyclone. I want decals to tile their UV's like the brushes. I need this for my indicator strips.
  19. That's because no components are included in the template. I was writing a few myself, but I got cold feet as I felt like I was telling people how to make their game. You can try this component in your project to ensure everything is working correctly. Also that was an odd bug with the Resolution Combo box but I do plan to overhaul the settings UI to have scrollbars and such.
  20. That's normal for a first boot. You can fix the warnings by launching the app with -Settings and save down the default settings/controls. The error message is from the engine itself. If you're not using Lua, don't worry about it. If it bugs you, just make a blank file in it's place. Running the Preprocessor as admin should tell Windows to trust it going forward. If you're having issues getting the application to auto generate your component list, let me know. It works for me because I compile the application which you can also do since I have the code for that linked in my signature.
  21. I ran into this trying to undo a deleted brush.
  22. This was something I was working on but I'm reconsidering going back to a mono-component workflow. The code shows how to handle mouse look for an FPS camera both for Relative and Raw mouse look. This was made using the API systems found in my Game System and will simply work if you're using that. Otherwise, it needs modifications and stubbing of features. Sharing this as I know how awful it was for me to get this feeling right and it's nice seeing the system mostly isolated. Quick 180 turning, and zooming is also demonstrated, but there's a rendering bug with zooming atm. FPSViewControls.zip
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