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Josh

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Everything posted by Josh

  1. Script:UpateWorld() is called during each world update, as opposed to Script:UpdatePhysics(), which is called each physics step. These two things can be different depending on the framerate. In Ultra, there is just a single Update() function in scripts.
  2. The main program is stored in main.lua. That file is available to edit, but you probably won't need to modify it. It normally just stays the same unless you are doing something special. Each script with an UpdateWorld function just handles updating of things related to that single entity.
  3. 1.0.3 Editor drag operations will now be very snappy, even in big maps. Loaded Leadwerks materials now use default PBR shader instead of poorly-defined "classic" shader family. Added Camera::SetFogMode, Camera::SetFogColor, Camera::SetFogRange.
  4. Because you are writing code just for one object with attached scripts.
  5. All the different script functions called Update() all get automatically called when the main script calls World:Update().
  6. 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.
  7. You can also capture a screenshot from Vulkan with this command: https://www.ultraengine.com/learn/Framebuffer_Capture?lang=cpp
  8. Textures may not contain the actual pixel data in memory, and cannot be saved. Pixmaps can be saved. If a pixmap is saved to a stream, the stream path must be a supported pixmap save file format.
  9. 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
  10. One is standalone, the other will be stored in your Steam account. It just depends if you want it in your Steam account or not.
  11. You could also just call entity::BuildMeshCollider() or entity::BuildConvexHullCollider().
  12. for (auto i : polyindices) { points.push_back(vertices[i]) } AddFace(points);
  13. They are added in the order you specify, and form a concave polygon. Typically this is just used for quads or maybe brush faces. What are you trying to do?
  14. No, it accepts any number of vertices more than two.
  15. 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.
  16. camera->SetDebugPhysicsMode(true);
  17. 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.
  18. That is strange, I didn't even bother checking because it seemed so simple, but I get the same error with VS 17.6.2, on the same machine.
  19. Oh yeah, I changed the way this works. After creating the collider, call Collider::AddFace for each polygon / face. When you are done adding faces, call Collider::Finalize(). This gives you control over the exact number of vertices per face, and the finalize method also exposes the Newton optimize feature, which will attempt to merge adjacent coplanar faces.
  20. Josh

    Sky.jpg

    I really like this skybox. It completely changes the look of the game. It reminds me of these retro-style posters:
  21. 1.0.3 New build with latest version of VS and all recent changes.
  22. The more people pre-order, the faster I work! I can't say how long it will take but the editor is going pretty fast. I'm starting the 3D scene editing now.
  23. I'll have an update up shortly. Apparently it is possible to roll back VS updates, but I don't know how?: https://developercommunity.visualstudio.com/t/introduce-the-ability-to-roll-back-a-visual-studio/395028 It would be a good idea to find the answer, in case we ever experience anything like this again.
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