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Leadwerks 4.4 RC2


Josh

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A new build is available on the beta branch.  I am putting it out tonight because I want to give you guys as much lead time as possible.

I have not tested all hardware yet, and there were a lot of shader updates, so there could easily be a compile error on AMD or Intel cards.  Will test those out in the morning.

New camera commands for fog:

virtual void SetFogColor(const float r, const float g, const float b, const float a);
virtual void SetFogAngle(const float start, const float stop);
virtual void SetFogRange(const float start, const float stop);
virtual void SetFogMode(const bool mode);
virtual Vec4 GetFogColor();
virtual Vec2 GetFogAngle();
virtual Vec2 GetFogRange();
virtual bool GetFogMode();

This is scheduled to be released on the default branch this Tuesday.

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Prob would be best to have fog options be adjustable in the scene tab so the user can see their fog results in the editor. Overall, really cool! 

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18 minutes ago, gamecreator said:

I'd love to see this be resolved for the stable release.

There's not enough time now.  I will look into this after 4.4 is out.

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5 minutes ago, DoomSlayer said:

It's me or the text showed in the screen with context:DrawText is more aliased now?

v7dupoE.png

I changed the default font loading parameter to Pixel filter with the thinking that it should already be antialiased, but maybe it's not...

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Just now, Josh said:

I will change it back.

Thanks Josh, maybe its a easy fix too, I noticed that the shader godrays.lua is not working anymore, it just make the screen brighter there is no more the beautiful rays it had before.

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3 hours ago, DoomSlayer said:

Thanks Josh, maybe its a easy fix too, I noticed that the shader godrays.lua is not working anymore, it just make the screen brighter there is no more the beautiful rays it had before.

Reverting this as well.  I was experimenting to make this blend better with bloom, but those should probably be combined into a single shader.

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