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SpiderPig

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Everything posted by SpiderPig

  1. Everything appeared to work when debugging. The treeview populated and I could browse the assets. I don't get the error now and the treeview populates but there are no assets showing and "Unknown exception" is printed in the editors console whenever I click a treeview item. Like before, debugging everything works as it should.
  2. These were blocked, unblocking them didn't help though. All the plugins are unblocked already. Interestingly debugging through VSCode gave no errors. It took about 5 seconds to actually load anything but there was no error. Very odd.
  3. As soon as the Polyhaven window opens the error is there. I'll look into debugging with VSCode tomorrow evening. Hopefully have some more info then.
  4. Are there any docs relating to creating an extension?
  5. Hi Klepto, just letting you know that I'm getting the "stack size error" as well. I haven't done anything other than install and launch the extension.
  6. Can we assign a splat map / mask to a terrain in the editor rather than painting by hand? I'd like to use a RGBA map made in world machine that defines four layers.
  7. I would try something like this but in 3D.
  8. You'll need to move the camera that renders the mirror based on the observing cameras position I think.
  9. I'd reverse the U coord of the entities texture coords somehow. You might need a shader for that for a render target though.
  10. I tried this as well and only got it to crash when I entered a value of 2048 for the x tile.
  11. That was the first thing I tried but it made no difference.
  12. First noticed this in my application and the same thing can be seen in this example. The lower portion of the text is clipped. More noticeable when using letters like 'p' which extend below the baseline.
  13. Got it working. There are two "whole program optimization" options. One in "C++\Optimization" and another in the "Advanced" section of Configuration Properties". I changed the "Advanced" one which is why it didn't work.
  14. ...I hadn't, but just did and that worked. I'll see what settings are different.
  15. I disabled it for release mode but still won't compile.
  16. Okay, I'll just keep reporting if it breaks again.
  17. I running Visual Studio 22 v17.8.2 and Release will no longer compile. I have the latest Ultra update. I tried rolling back VS to before the last update but it only goes back once it seems and then the option to roll back is no longer available. What do you suggest here @Josh? Do we hold off updating VS until you've updated on your end?
  18. Tried that. I can't seem to reproduce it in a smaller project yet either...
  19. Hey @Josh I seem to be getting a lot of random crashes since updating an hour ago. Sometimes it crashes to memory.h but sometimes there's no useful information at all. I'll see if I can replicate it in a smaller project...
  20. Yeah I think I'll just use 2D GUI and anything 3D just overlay in my main window.
  21. I'm using Ultra as a simulator for a A.I that will eventually be deployed to physical hardware. I just wanted a few diagnostic screens that represented data in a few real-time 3D viewports. But I think there are other ways I can achieve similar results. Multiple 3D windows was just the preferred option. Ultimately, if a panel could have a texture assigned without being a 3D interface, that would work best. Thanks for giving it a try.
  22. I only need one world. But if it needed more to work that's fine too.
  23. I have three screens and wanted to put one window on each, but another option might be to create one window and stretch it across all three screens. Then create what 3D viewports I need inside the interface.
  24. So far the only way I can get something to work is by rendering a camera to a texture buffer, then taking a snapshot of that buffer per frame and setting the resulting pixmap to the panel. Dreadfully slow, but no extra framebuffer required. I may have to be satisfied with just one window then.
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