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reepblue

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Everything posted by reepblue

  1. Really cool. I have some assets that I'm working on in which I can't wait to use in Turbo. ?
  2. The editor is gimped on Linux, and you can't collapse models (not even with the command parameter, the model will crash the editor).
  3. Lua scripts still work, you just removed the entry point being the Main.lua script. You can execute any script using a function call. Check out App.cpp for more details.
  4. I'll look at this when I get home tonight. Really cool.
  5. Here's how to make UVMagic work in 2.8 https://github.com/nutti/Magic-UV/issues/105 I didn't test 2.8 nor the plug-in, but I want to this weekend.
  6. Neat. Is there a specific entry function for the start scripts, or just it just "import" the script into memory?
  7. reepblue

    Leadwerks and C#

    Not a C# user, so bare with me. From the looks of it, it seems you need to export every fiction call via a wrapper function. Wouldn't that just be silly in real use cases? I'm sure there is a better way. Still neat tho.
  8. reepblue

    Leadwerks and C#

    Seems like a lot of work, but very cool.
  9. You can't. Only Josh can. It needs to be updated for the new index controllers anyway. I'm sure he'll do it once he's done with the new renderer for Turbo. (Hopefully sooner)
  10. Maybe the openvr API needs to be updated with the engine?
  11. I can give you one when I get home. What's the issue you are having?
  12. Thought about this more, might not be a bug since it may conflict camera orientation based on the movement on the mouse. I may just be doing something that wasn't intended,
  13. While the head moves around in virtual space, the camera's quaternion remains at (0,0,0,0). You need to manually update its quaternion with the following. entity->SetQuaternion(VR::headsetrotation); This only happened with seated mode. In Roomscale, the camera's rotation/quaternion updates as expected.
  14. I'll be sure to try again. If it's still crashing, I'll file a bug report.
  15. Issue was applying a new material to the controllers crashes the app.
  16. Ok, I found the real cause. You'll get this issue when the post processing stack is empty. Adding something you'll want to use anyway like bloom fixes it. Updating the title to more pinpoint the issue. Although post process effects don't draw in VR, adding something to the stack will result this issue being patched.
  17. Update: It goes away when water is enabled - Only if the reflections on that are enabled. (Medium or greater) A temp fix is to add discard; on top of ragment entry point with water enabled. It still cuts your frames down tho, ? also water needs to be at 0.0
  18. envprobe.map After creating the second probe, the aabb bounds become visible through brushes/geometry. Also noticed that now selecting the probes in the AI and Events map now crashes. Getting this on my AMD Radeon RX480.
  19. That's funny, I swore I saw one in the SDK.. ?
  20. I encountered this issue. I think this returns the override material, (When the material is set via SetMaterial rather than the material applied via model editor.)
  21. This does not seem to happen with character controllers. I probably missed this when making my button as I only use the collision function to add an entity to a list if it's not already part of the list.
  22. I want to double check this with the character controller when I come home.
  23. All I do is fps stuff and I have seen no issues. Again, I never was looking for a problem.
  24. I'll give the marble game a look sometime. I think it has something to do with the collision mode being "Character" and it not being a character controller. I think my script uses a custom aabb test. The engine has a way to test if an entity is in its aabb. I use that function now.
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