Jump to content

Josh

Staff
  • Posts

    24,626
  • Joined

  • Last visited

Everything posted by Josh

  1. Grass and small plants look best when the normals match the terrain normal. These are also the only types of objects that use the per-vertex alignment. So it seems to me these should go together, unless anyone can explain why it would not.
  2. 0.9.6 In previous builds of the editor, some post-processing effects were continuously allocating new FBOs each frame. I did not see any VRAM memory leak, but creating and deleting textures each frame is not optimal. This change may result in better responsiveness in the editor.
  3. Josh

    Build 917

    Does this still happen if all post-processing effects are removed?
  4. Josh

    Build 917

    I need to download your project and test it.
  5. BVH is a very simple format to load.
  6. I thought the system shows a notification when someone responds to a thread you started? You should be automatically subscribed to any thread you post.
  7. Josh

    Build 917

    Does it sound like this?
  8. 0.9.6 Updated editor with recent fixes.
  9. Saving animation has been added in the new version of the Ultra / Leadwerks model format.
  10. Uh-oh. I was working on some math stuff to make the rotate-to-normal option work, and I did not update that quaternion shader code file. The fix is uploaded now.
  11. #2 and 3 appear to be working fine now. Please let me know if this is not the case.
  12. #1 is solved for next build.
  13. Josh

    Terrain bugs

    #1 is some design that could be improved, but not a bug. #4 is resolved for the next build, I think. When you change textures all affected terrains will be updated. The other properties should just already be working right. #3 Tessellation on terrain is not currently supported. This will be implemented along with GPU culling.
  14. My bad, shaders are updated now.
  15. I think this is solved?
  16. I assume the post-processing effect problem is solved in more recent builds? It does not seem to be a problem when I try it.
  17. Can you link to a glTF or glb file that does not load correctly? I use glTF files from Sketchfab all the time. GLB should work as well. The FITextureLoader plugin must be loaded in order to load PNG and JPEG images as textures, but if it isn't the model should still load with no textures.
  18. Marking this as solved, unless anyone tells me otherwise...
  19. The program does not crash for me. Instead I see this: The solution is to specify a wide string in the string declaration: auto label2 = CreateLabel(L"Тест", 20, 50, 120, 30, ui->root, LABEL_BORDER | LABEL_CENTER | LABEL_MIDDLE); Then it looks like this: (Non-latin characters are currently not supported in a 3D GUI because I have to change the way characters are rasterized from the font. This is on my to-do list.)
  20. I did not test the code above with the latest build, but this might be solved. I removed some "tight intersection testing" that was not working correctly. The results are more likely to include false positives but it might resolve this problem.
  21. Added NavAgent:Stop Added NavMesh() casting function Added the missing CreateNavMesh overload These will be included in the next build that goes up. When an entity is attached to an object, it's local orientation is preserved relative to the parent. This might be a design decision that should be revisited, but it is currently working as intended. I don't think you need to move the agent, the entity's global orientation at the time of attachment will turn into its relative orientation to the attached object.
×
×
  • Create New...