Jump to content

Josh

Staff
  • Posts

    24,626
  • Joined

  • Last visited

Everything posted by Josh

  1. Okay, this is a good time for me to fix this, right before a major release...
  2. Whoa, I have not seen this before. What GPU do you have?
  3. How often do you restart your computer? I have 16 GB RAM and have never experienced this.
  4. When the next build goes up tomorrow, the fix for this will be included, on the beta branch. Thank you for reporting the issue.
  5. Nice catch! This must be due to the coordinate transformation not accounting for the window position. Should be an easy fix...
  6. 0.9.6 Per-vertex mesh layer alignment no longer affects vertex normals, since the back-face lighting feature seems to solve the problem. Some small adjustments to the project manager. Sync interface will load a lot faster.
  7. You can rename models in the model editor.
  8. In the next build, the model name will be the file name.
  9. 0.9.6 Added a check for valid Utf-8 encoding. In some rare situations non-valid Utf-8 encoding could cause a crash when converted to a wide string. Only the editor is updated.
  10. 0.9.6 Nature pack DLC updated. A lot of mipmaps weren't calculated correctly, making objects appears darker as you get further away from them.
  11. These are the lowest system requirements that can possibly support OpenGL 4.6: Nvidia GEForce 420 AMD Radeon RX 5300M Intel HD Graphics 520 Hardware GPU graphics card
    Very handy tool to have.
  12. HDR files are stored in linear color space. They always look dark and high-contrast until the sRGB conversion. Here is an example: https://polyhaven.com/a/rosendal_plains_2
  13. Should be fixed now.
  14. 0.9.6 Project manager sync feature should work better now.
  15. 0.9.6 CurveValue and CurveAngle are back. Although these are redundant because the same can be done with Mix() I could not actually remember how, and these functions are very intuitive to me. Refraction option removed from the editor for the release of 0.9.6, will be revisited.
  16. I selected the Tools > HDRI to PBR menu item and selected your .hdr file. The results look as I would expect:
  17. Please upload all the code files in your project, including any Visual Studio files, and I will try it out. It's very strange that anything is named $PROJECTNAME because that is a special string the editor replaces with the name of the project when it is created.
  18. 0.9.6 Fixed selection outlines in editor when DPI scaling = 100%
  19. Okay, an update is available now that fixes this. It requires a new post-processing shader as well as the editor build. Thanks for reporting this!
  20. I also discovered something very interesting. Calling textureSamples() in GLSL reveals that a 1x MSAA texture actually stores two samples. That means the engine is currently doing a lot of extra works because 2x MSAA is always enabled, or at least some aspects of it are, at the very least extra post-processing expense and memory bandwidth. So if I use rectangle textures or something, instead of 1x MSAA, it should be faster when MSAA is disabled.
  21. I think this has to do with DPI. I did not notice it because I have a 4K screen with 200% scaling. If I switch to 100% scaling I have the same problem.
  22. Okay, I get something similar just by enabling refraction. It looks like the grid shader is trying to apply the effect...
×
×
  • Create New...