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reepblue

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Everything posted by reepblue

  1. 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.
  2. If you have more than 8 subfolders, the component box can be hidden by the taskbar.
  3. Made this private as Josh now has official code for people to use.
  4. Just open the editor and any option that's true by default will show this bug.
  5. 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.
  6. 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.
  7. 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.
  8. I ran into this trying to undo a deleted brush.
  9. 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
  10. Sorry for the bump, but I was wondering the status of this fix. I can't really get started what I want to work on until this is fixed.
  11. This happens to me from time to time and I don't know why. One time, clearing out my ProgramData files for the engine worked, but when I had this happen again, it didn't work.
  12. I'm curious if the Valve stuff still works as it's been a long time since I've tried the plugins.
  13. Got it, here's a main.cpp example. I may want to consider revamping my settings panel since I now understand this. #include "UltraEngine.h" #include "CustomWidgets/ScrollPanel.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Load plugins auto plugin_svg = LoadPlugin("Plugins/SVG.*"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR | WINDOW_CLIENTCOORDS | WINDOW_RESIZABLE); //Create User Interface auto ui = CreateInterface(window); auto sz = ui->root->ClientSize(); auto scrollpanel = CreateScrollPanel(0, 0, sz.x, sz.y, ui->root); scrollpanel->SetLayout(1, 1, 1, 1); //Parent your widgets to scrollpanel->subpanel. auto panel = CreatePanel(0, 0, sz.x - 100, sz.y - 100, scrollpanel->subpanel); panel->SetColor(0, 0, 0, 1); //Call SetArea to set the size of the entire subpanel. scrollpanel->SetArea(1000, 1000); while (true) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: return 0; break; } } return 0; }
  14. Push an update today fixing VR support. I also changed how you define if your app is a dedicated VR app. See the config.json file for details. Removed the ConsoleWindow and SettingsWindow and put all the code into a PanelUI class which can be used both in a window and within the Vulkan Renderer. Lastly, I refreshed the solution files to reflect the changes made to the ones shipped in the stock C++ template.
  15. I'm having a hard time understanding the Scroll Panel widget found here. I tried parenting my custom panels to the subpanel pointer, but it doesn't draw the sliderbar. A main example would be appreciated as I need this for my settings panel.
  16. I've been making my components into separated parts now and I gotta say, it's nice to only focus on one part of the system at a time, but I miss the "Place an entity in the world, and attach a script to it approach". A good example would be with a portal system. You can have one component be for the rendering, one for the collision and another for teleportation. I've been meaning to write about my experience, but I keep getting caught up in other things. I'm also waiting for bugs to get fixed and allowing other entities to be referenced in the component properties panel.
  17. Pushed a new build today with VR Intergration! You can easily enable VR in your project in one or two ways; Use the -vr argument. If your game is a dedicated VR application, you can force VR by making a new table in the config.json file. "engine" { "vr": true } You can also use the engine table to define the rest of the engine settings, but tread carefully! If you wish to temporarily disable VR, then use the -novr argument. The Preprocessor was updated with the change today and I removed the GameObject class. I'm still playing with components so a future update will come eventually. The solution doesn't include the System Environment edit or any recent changes. I'm going to be syncing the solution files at a later date.
  18. I was able to compile my project just fine with the delayload option, but it seems to be ignoring it. I'm probably going to refresh my projects being all the changes that happened recently.
  19. This has been updated so the header generated will now be named ComponentSystem.h instead of RegisterComponents.h.
  20. Can the installer create a System Environment Variable for where Ultra Engine is installed? I think this will help make installing tools and sharing C++ projects easier if we can just reference something like %ULTRAENGINEPATH% in batch scripts or the PropertiesSheet.props file. This is now more important as there's the Steam install and the standalone version.
  21. Noticed this too but I couldn't tell if this was intentional or a feature. I agree with you regardless. I don't like this.
  22. This looks like a huge time saver! With this enabled as a converter, no model will accidentally be left using png images.
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