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Josh

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Everything posted by Josh

  1. It's fixed now. Fortunately this problem did not occur in 0.9.6 so I don't have to update that.
  2. Here's a modification that fixes the DPI scaling issue. Channel Packing Tool.lua
  3. Okay, I will report it to Valve.
  4. https://discord.com/channels/1175951843118031049/1175951843612954786/1264052178562318406
  5. That is interesting. Now we know the problem is definitely in the libzip library, in the zip_source_make_command_bitmap function, which means I can compile it as a DLL that you can run in the debugger to see what is going on...
  6. Join us on Discord tomorrow at 10 AM PST for a live chat! We'll discuss the public reaction to Ultra Engine 0.9.6, some business strategy, and the current progress and continuing development of version 0.9.7. https://discord.gg/f3ZunXVz?event=1262469830083350620
  7. Also see this: https://www.ultraengine.com/learn/cppsetup
  8. This is my attempt to produce the error, but it worked as expected:
  9. 0.9.7 Steam timer update slowed down from 30 hz to once per second, since freezing issue seems resolved. Various fixes from the bug reports forum are implemented. Added missing ChangeDir command in Lua. Lua string documentation updated.
  10. I doubt it will make any difference. I just wanted to make sure you are not on a driver from four years ago. I will continue working on the switch to the bindless textures approach.
  11. Testing your code above revealed no problems using an AMD 650. I'm sure you have probably already updated your driver. I expect switching shadowmaps back to the bindless textures approach will solve the issue. The only reason to use an array texture is for future Mac support, and it's not worth screwing up our design now because of something we might want to do in the future. If we get there and have an issue we can deal with it then, only on Mac.
  12. It means "average spacing" but perhaps another word should be used to be more clear.
  13. With @Dreikblack's help, I determined the problem was that the project update routine was not replacing the $PROJECTNAME string in executables, when a new Lua binary was found. Instead, it was copying the executable, which caused the files $PROJECTNAME.exe and $PROJECTNAME_d.exe to appear in the project. (This routine was recently refactored to make it more reliable, but unfortunately my rewrite did create a new and different bug.) Once that was determined, it only took a few minutes to fix. This will be included in the next build of 0.9.7 that goes up.
  14. I marked it as solved. Maybe this information will help someone else in the future.
  15. Why is it trying to load .spv files? That is mostly a holdover from the Vulkan builds. Is the project brand new or is this an existing project from earlier versions?
  16. Okay, this is enough information for me to work with. I'll get back to you when I have some results.
  17. FYI, the shaders are significantly different, and you will need to create a new project when you change versions. If the editor fails to start, delete your settings file found at "C:\ProgramData\Ultra Engine\settings.json". In the future I think I can store the version of the engine a project was created with in the project file, and then automatically start in the project manager interface any time the engine version changes.
  18. I got the GPU but while I was outside the store I realized point, box, and spot lights are all using the same array texture, and I was planning to move this back to individual bindless textures anyways, assuming Intel integrated graphics support bindless textures...I need to confirm that is the case on my laptop, but I am pretty sure this will just automatically get fixed when I make that switch, which will not be too hard. Did version 0.9.5 work correctly on the same machine? That was the first build that used OpenGL 4.6.
  19. This appears to be fixed in the current version of Steam.
  20. Can I get the model to test with? I am not able to produce the error with the models I tried. box.zip
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