Jump to content

Admin

Administrators
  • Posts

    3,209
  • Joined

  • Last visited

Posts posted by Admin

  1. It looks like the lightmap is not being displayed on that material, but I don't know why that would be. I've never seen this behavior before.

     

    I couldn't even guess why there are shadows going toward the light and on the side of the "ground." There's only the ground, the box, the torus knot and the light in the map.

    That's correct behavior for the old forward renderer. If you want physically accurate lighting, the 3.1 deferred lighting is the only way to do that right.

  2. A .deb package is being created for the Ubuntu Software Center, but will not be updated as frequently. We use a custom installer/updater that allows a rapid release schedule without making you re-download the entire package each time a file is updated.

     

    Support for other distros will likely be a gradual thing as we gain experience on difference platforms. I know many people are presently using it on non-Ubuntu distros, but for the time being, the official scope of support is being limited to Ubuntu 12.04 LTS (soon to be 14.04).

     

    The practical implication for that right now is that bugs or problems specific to non-Ubuntu distros can't be investigated.

    • Upvote 2
  3. Don't modulate physics functions by GetSpeed(). When you set the velocity of the character controller, you are setting a value that is measured in units/time. Modulating this by the execution speed will result in incorrect values.

     

    If on the other hand, you are manually moving an object each rendering frame, and you want to know how far it should move each time to account for execution speed, then the movement value should be multiplied by Time:GetSpeed().

  4. The draggable tree view is a custom control because a multi-select tree view was needed. It is possible GTK might offer this functionality, but it's already done for Windows and Mac, and writing another pathway for the UI requires more work and ongoing maintenance. This might be something we end up doing, but it definitely wasn't worth delaying the project over.

  5. If you created folders, it would no longer be displaying the scene hierarchy.

     

    Although, at the root level, it wouldn't really matter. I suppose root-level brushes could go in a "Brushes" folder, and root-level models could go in a "Models" folder. Even if they have children not in that category, it would still make sense and clear the brushes out of your way.

  6. The reason we don't have a "skybox" setting is because this is being added through the post-process system. However, the editor only supports shader-based post-processing effects right now, not script-based ones. The reason for this is complicated, but when script post-processing effects are added in the editor, it will allow you to just add an effect, choose a texture, and it will appear.

     

    The advantage to this is that it provides a much more versatile sky system, rather than just a simple skybox with no options.

×
×
  • Create New...