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Josh

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Everything posted by Josh

  1. Okay, if I create a 2048x2048 terrain, add one layer, then change the density from 2.0 to 1.0, then the memory usage skyrockets to something like 12 GB. That's definitely not right...
  2. If you don't mind, can you switch the installation to 0.9.5 and see if the same problem occurs in this or previous versions?
  3. 0.9.6 Removed the padding bytes for buffer memory allocations, since they did not reveal any problems but could possibly cause problems without thorough testing.
  4. 0.9.6 Fixed major memleak in editor that was caused by World::Update never getting called, so data was just piling up.
  5. Any feedback on this?
  6. When you do this, are you holding down the spinner arrow so the density changes gradually many times? That's the only way I was able to raise the memory up much. It appears there could be a mem leak, and then when the density is set a lot of times, the effect is magnified.
  7. Yeah, that is an interesting detail...
  8. 0.9.6 Added extra padding before and after a memory buffer. A magic number if written here. If a memory overwrite affects the block, these values will be modified and the error will be detected. (I did not detect any memory overwrites in the editor on my machine.)
  9. The editor now includes some extra info in these errors so at least we can tell if it's malloc or realloc that are failing.
  10. 7 downloads

    This extension adds generative AI integration for generating new textures. A free OpenAI API key is required to use.
  11. Whoa, that is only 2 MB. I don't think the problem is memory fragmentation.
  12. Okay, there is a timer now that fires every 30 milliseconds, checks to see if the overlay needs to be updated, and renders the first viewport, even if it is hidden.
  13. I got it to stop during one of these episodes, and there are thousands of 5373 and 5374 messages being processed by GetMessage()...
  14. I happened to find this: https://partner.steamgames.com/doc/api/ISteamUtils
  15. Thanks, this is fixed for the next build.
  16. I followed these instructions with no problems, using an AMD 6600.
  17. I have added the size of the requested memory allocation into the error message. I believe the biggest buffer a material layer on a 4096x4096 terrain will be 256 MB.
  18. Hi, I'm sorry but I don't think I have the FBX files for these models anywhere. I suggest you request a refund through Steam.
  19. 0.9.6 Changed some order-of-initialization stuff so the problem we saw in today's video, when you are creating a new project for the first time, does not occur.
  20. I modified the coupon code so that it can be used multiple times.
  21. I am working with the theory that some kind of event is piling up in the Steam overlay when the editor does not swap a 3D window for a long period of time, and when it resumes rendering it must evaluate a large number of events, probably some kind of timer used by Steam. I added a timer that invalidates the main view panel every ten seconds, and have not been able to produce the problem since. This will probably only work if at least one view panel is visible. If the editor is viewing the flowgraph or asset library, which do not use a 3D framebuffer, then I expect the problem would continue. So, it might be fixed now, as long as one viewport is visible, but I am not sure yet.
  22. In this video we dive into the details of the almost-here version 0.9.6, review progress on our example FPS game, and take a look at Andy's game server system. 6-29-24.zip
  23. Okay, it's ready now. You need to sync your project in the project manager to get the updated executables.
  24. I did something silly. Update coming in a few minutes...
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