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Beta update available


Josh

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Directional lights now allocate shadowmap stages in a different pattern. At medium and high lighting quality, a 4096x4096 texture will be used. I have no evidence for this, but I suspect this will be more reliable than creating a 8192x2048 texture. The directional light shader has been modified to read shadowmaps in this new pattern.

 

The Texture::RG format has been added to the supported texture formats. This uses 2 bytes to store red and green channels.

 

Terrains use a large amount of video memory to store their clipmaps. This amount has been reduced significantly and is using different texture formats. For example, the normal texture now uses an RG format texture and reconstructs the z component of the normal in the shader. The terrain shader has been modified to handle this.

 

A serious bug that could cause the character controller to crash has been fixed. This was caused by two threads writing data at the same time without a thread lock.

 

Two new collision shape options have been added for models. These are Convex Hull and Polymesh shapes. This setting only works with top-level models in your map, and will use either a polymesh (for static objects) or a compound collision hull (for dynamic objects) built from the model's own geometry. Please note that physics geometry built from high-poly physics geometry does not usually produce the most optimal results.

 

Models can now act as shape hints, too. This totally removes the need for .phy files altogether, although the interface for that method is left intact.

 

When walking down slopes, character controller motion will appear smoother now.

 

Additionally, several small bugs have been fixed.

 

These changes are available on the beta branch on Steam. Please note you must update your project to get the new shaders or your game won't render correctly.

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This error is repeating a lot in my log - Error: Uniform "shadowmapsize" is not a vec2 value.

 

Also the lighting seems to be acting kind of strange.

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