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Josh

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Everything posted by Josh

  1. Wait, now we are talking about refraction? Is this image looking through a transparent surface, or just having refraction enabled makes the whole screen dark? That doesn't look like a new project...
  2. Does this happen if you create a new project?
  3. No file attached?
  4. No problems here in a new project, with MSAA enabled or disabled, on a GEForce 1080:
  5. I can actually see the edge outline on the left side there...let me swap out my GPU. Maybe the shader does not work right with Nvidia cards...
  6. 0.9.6 Load Animation feature in model editor will now allow selection of multiple files, so you can add them all at once.
  7. 0.9.6 More improvement to the glTF loader. Although some glTFs are still problematic, glTF files re-exported from UU3D seem very reliable, and it looks like some Khronos people are working on a tool to fix some of the problematic files. Only the editor is updated at this point.
  8. 0.9.6 Fixed some glTF files not displaying animation if no animation data in the root node (only editor is updated) Added "Reset Bind Pose" feature in model editor, which has the power to save and destroy models.
  9. When I saved a Leadwerks MDL from Unwrap3D the model worked perfectly. barbarian.zip This requires Ultra 0.9.6 on the beta branch.
  10. 0.9.6 Fixed crash when saving model that does not have a skeleton. Some animated glTF files will load correctly and some won't. I'm working on it. Initial bind poses are now displayed, in addition to the list of animations. Very helpful!
  11. 0.9.6 Fixed some problems loading and saving animated models. Load animation feature in model editor will search for bones with matching names now, hierarchy doesn't always have to be a 100% exact match.
  12. Fixed. I also made it a little more lenient so that Lua can set integer uniforms.
  13. Is there an error that says it could not load a post-processing effect? You need to update the project. Post-processing effects are moved from /Shaders to /Effects.
  14. 0.9.6 Option for glass refraction has been added in the editor viewport options.
  15. I am not able to replicate this with a simple test. Do you have a material file that will show the problem?
  16. I did not update the Lua binary yet, just the editor.
  17. If you had any problems with the keys that were sent out, please describe your issue here and I will sort it out.
  18. That was easier than I thought it would be. Build 1185 is up on Steam now.
  19. I think this is solved.
  20. Probably the best thing for me to do is modify this lib so it accepts a wide string for the path. It will take some time.
  21. I think the problem is in libzip, here. I think it has something to do with your locale and it not converting the path correctly to a wide string: zip_source_file_create(const char *fname, zip_uint64_t start, zip_int64_t length, zip_error_t *error) { int size; wchar_t *wfname; zip_source_t *source; if (fname == NULL || length < ZIP_LENGTH_UNCHECKED) { zip_error_set(error, ZIP_ER_INVAL, 0); return NULL; } /* Convert fname from UTF-8 to Windows-friendly UTF-16. */ size = MultiByteToWideChar(CP_UTF8, MB_ERR_INVALID_CHARS, fname, -1, NULL, 0); if (size == 0) { zip_error_set(error, ZIP_ER_INVAL, 0); return NULL; } if ((wfname = (wchar_t *)malloc(sizeof(wchar_t) * size)) == NULL) { zip_error_set(error, ZIP_ER_MEMORY, 0); return NULL; } MultiByteToWideChar(CP_UTF8, MB_ERR_INVALID_CHARS, fname, -1, wfname, size); source = zip_source_win32w_create(wfname, start, length, error); free(wfname); return source; } In zip_source_file_win32_utf8.c
  22. I uploaded a new build of the editor on Steam that might fix this. I can't tell, since I can't produce any error, but I have a suspicion.
  23. I asked before what your user name on Windows is, and you said it is "Yue" but I can see in your video the user folder is called "este equipo" or something like that?
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