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Release Notes


Josh
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1.0.2

  • Added support in Quake Loader plugin to load BSP files as models. Texture coordinates are a little off, but everything else works correctly. Textures get read out of the BSP and applied to the loaded model.
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1.0.2

  • AddMod(const WString& path) function does what you think it does.
  • AddIOSystem is a more advanced option that lets you add your own file system manager, like for FTP access or something else.
  • Editor can now load non-Ultra directories and correctly view models and stuff, and the missing shaders will be loaded from an alternative path, using the aforementioned feature.
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1.0.2

  • Like 3
  • Thanks 1

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1.0.2

  • Fixed loading issues with some glTF models.
  • Added some missing shader combos.
  • Navigation in asset editor is smoother now when animation is playing.
  • Like 1
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1.0.2

  • Comboboxes now work in 3D GUIs
  • Animation in asset editor now pauses when menu is open
  • Added stop animation button, button icons are smaller now
  • Like 2
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1.0.2

  • Eliminated interface / widget circular reference that was keeping unused interface objects in memory.
  • Like 2
  • Thanks 1

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1.0.2

  • Custom converters are now supported! Leadwerks used hard-coded converters, but in Ultra you can add your own with a script. See "Scripts\Start\Converters" for details.
  • FBX and Collada glTF converters included.
  • Thanks 1

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1.0.2

  • When async rendering is disabled, animation changes will now occur in the same frame, fixes the one-frame lag that was in animation in model editor.
  • Added View > Show Skeleton menu item in asset editor when viewing models.
  • Like 2

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  • 3 weeks later...

1.0.3

  • New channel added. Uninstall 1.0.2, then switch to 1.0.3 and install to use.
  • Editor now available, includes everything except the actual scene editing and flowgraph. I believe everything else is finished.
  • Like 3

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1.0.3

  • Scene browser search bar now works! Use this to filter all the objects in a map. This is something I wanted in Leadwerks, but never did.
  • Asset editor animation panel / status bar / progress bar consolidated into a single panel that changes based on program state.
  • Like 1

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1.0.3

  • Some adjustments to the multi-select list view that appears when the scene browser search is used.
  • Removed 'Browse..." item from collider drop-down list in asset editor.
  • Added "Load Collider" menu item to asset editor, which can load a collider file or a model. If a model is loaded it will be turned into a mesh collider with face optimization enabled.
  • Like 1

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1.0.3

  • Texture view zooming implemented in asset editor window.
  • Comboboxes now expand the width of the dropdown window if an item text is too wide.
  • Single viewport view now shows the active viewport, or if the F11 key is used and the mouse is hovered over another viewport, it will be used.
  • More fixes to Leadwerks .phy collider loader.
  • Like 2
  • Thanks 1

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1.0.3

  • You can now drag models from the asset browser into any viewport to create an instance of the model in the scene.
  • Initial implementation of object translation when selected.
  • Like 1
  • Thanks 1

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1.0.3

  • Grab and drag in the 2D viewports. This works differently from Leadwerks, in that no widget is shown, you just click on an object and start dragging it.
  • Like 1
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1.0.3

  • More adjustments to the translate mouse tool.
  • Option in the viewport settings to control how the viewport rendering updates during mouse dragging

My job is to make tools you love, with the features you want, and performance you can't live without.

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1.0.3

  • Spent the whole day just trying to make the viewports snappier, with good results. Enable the "Render during drag" setting in options to enable viewport updating during drag operations.

My job is to make tools you love, with the features you want, and performance you can't live without.

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