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kasool

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Posts posted by kasool

  1. On 12/26/2023 at 1:09 PM, Josh said:

    The way brush picking has changed and I believe your issue is resolved, on the dev channel. Please let me know if that is not the case.

    The picking definitely does feel better!

    Having trouble with undo, not sure if this is related to the larger issue people were experiencing. It seems difficult to reproduce:

     

     

    undo.gif

  2. Josh is already aware of these, but posting here to add to the discussion in case anyone else wanted to chip in to the things I suggested.

     

    I discovered most of this when trying to make a level, gonna give it another spin when I’m back from vacation!

  3. 5. Selection box

    From what I've tried there doesn't seem to be one. I know it's currently incompatible with the way the tools work right now (dragging creates a new brush), but it'd be useful for a situation like this if I want to adjust things all at once:

    image.thumb.png.ca4418a488a2dbc65d8631b4a346c716.png

    I promise this isn't a contrived example :D, this is actually what I want in my map. Perhaps a separate box selection tool would be useful? Kind of like what Blender has.

    • Upvote 1
  4. 4 minutes ago, Josh said:

    I considered this during development, but it seemed like it could get very confusing, especially since an environment variable is used to point to the install path.

    That's fair. The only use case I was thinking of was trying new features without having to reinstall to flip between versions. Could be useful if you wanted to gather feedback before merging something into stable.

    Related to that: does loading a project with a different version engine than it was created in mutate any of the project "state"?

    Like, as you probably know, in some engines every project has an associated version with it, and trying to load a newer versioned project into a relatively older engine version is usually a recipe for disaster. I'm just imagining a scenario where you want to try upgrading the engine version, but the newer one might have some bugs/etc. so you decide to roll back. I think Unreal gets around this by asking if you want to duplicate the project before loading it into a different engine version, so you knowingly accept the risks/have some way to go back just in case.

    Or maybe Ultra is much more robust in this regard and it's not a concern, but just curious :)

  5. The first gif is too big to embed, so here it is:

    https://drive.proton.me/urls/TM1YXKZ8NG#jc2PFuUYqkCi

    1. But essentially I sometimes get weird results when trying to edit vertices on a cylinder. It's better on lower side counts. I assume this is probably because the caps are triangulated and not actually n-gons? So not sure if it's 'fixable' or if it's just how it is.

     

    2. It becomes very difficult to select the brush after editing, probably has something to do with the glitchiness still:

    cylinder2.thumb.gif.80c326ea3991383e282df05c251d5e9a.gif

    You can see I have to revert to the orthographic viewport, but even then it can sometimes be difficult to select.

  6.  

    1. Shortcut for putting a specific viewport into focus:

    Currently as far as I know you have to go to View>Layout or RenderView to change which viewports to show, or which viewport to enlarge into focus as the sole viewport in the layout. I think it can be desirable to have a way to quickly toggle a particular viewport into focus. I think generally the more common operation is to go between 1 and (n<=4) viewports rather than changing how many viewports to show, which is why I'm only suggesting a shortcut for the former.

    My idea that I've seen implemented elsewhere:

    - Currently selecting an object will "highlight" a viewport by drawing a blue outline around it, indicating it is active. Instead of relying on selection, maybe just have a viewport become highlighted simply if the cursor is on top of it. Then have a single shortcut to toggle between focusing/enlarging that viewport, and displaying the previous layout before the focus (could be any of the layouts, and would ideally retain the viewport pane sizes the user made).

    The other option is to hardcode shortcuts for each option, but this seems a lot less elegant, although technically not mutually exclusive.

     

    2. Increased radius for resizing panes in the 4-viewport mode:

    It feels a little too precise to get to sweet spot that allows you to resize all 4 viewports at once with the 4-sided arrow:

    4square.gif.163f85662d6af520571cbc7f3fe4a61a.gif

    Maybe enlarge the radius for detecting this, since you have the whole length of the rest of the viewport for doing the 2-way resize anyways, which is usually plenty.

     

    3. Unit measurement numbers displayed in viewports for selected brush

    Display the measurements of the bounding box containing the selected brush in the viewport like in hammer:

    image.png.13255057e461105f06669d786f640296.png

    Useful for people who are sticklers for consistent like me :)

     

     

    4. Configurable shortcuts for the tools (move, rotate, scale, edit vertices, edit faces, edit terrain)

    To me something like 1-6 feels more natural and I like to avoid having to do button combinations for high frequency operations.

     

    • Upvote 3
  7. Some sort of indicator or message after building global illumination has finished would be nice. Perhaps just printing something in console, it doesn't have to be as intrusive as a pop-up.

     

    Obviously, visually you may see something different in the 3D view, but if it's subtler changes it may feel like nothing has happened for the user, leaving them unsure if the operation was carried out.

    • Upvote 2
  8. 44 minutes ago, reepblue said:

    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. 

    settings.thumb.gif.935080875e6080501df268e6fb3e133f.gif

     

    I seem to get an index out of range error when I try to "Apply" or "OK" settings. Not sure where since debugging shows combobox to be perfectly fine with size + capacity 1:

    image.thumb.png.4b617e758764aa1f09f11f482ebfa967.png

    Also a small sidenote is that I see a Settings.bat file gets generated for ease of launch, but not one for a corresponding debug .exe, which would be the initial config on a project :)

  9. The blank scene seems to load properly but I do get some warnings/errors:

    image.png.4f817318dda004e8f5697efdf6388460.png

     

    Btw I was able to install by running the Install Template.bat as an admin. Manually executing Preprocessor.exe as an admin didn't seem to do anything in my case. :)

  10.  

    dev branch, Windows 11

     

    Reproduce:

    1. Create a new C++ project and open it

    2. Close the engine

    3. Delete that same project in Windows Explorer

    4. Create another new C++ project, since it will now throw you back to the project manager instead of immediately opening the editor for the now deleted first project

    5. Open the project:

    image.thumb.png.b2870b2416413a1dae9f62e676b4dd41.png

     

    Not really a showstopper bug by any means, since you just reopen the project and it works fine, and I don't imagine normally you'd be deleting/creating a bunch of projects. :)

     

    It also seems to happen if you try to open an existing project after deleting the newly created project instead of step 4,5

  11. I'm trying to modify the collision shape for the Third person controller I've attached to a crate model I added.

    So far in ThirdPersonControls::Start() I've tried adding:

    auto model = entity->As<Model>();
    auto bounds = model->GetBounds(BOUNDS_LOCAL);
    auto collider = CreateBoxCollider(bounds.size, bounds.center);
    model->SetCollider(collider);

    But this doesn't seem to work. I'm guessing the default collider is the size of the starter robot model?

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