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Josh

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Everything posted by Josh

  1. The value should be COLLISION_PLAYER. Where is COLLISIONTYPE_PLAYER coming from?
  2. Josh

    Viewport Bug

    I will need to order a 500 series card. I think someone else had another problem with this GPU...
  3. 0.9.6 Did some work on nav mesh updating in editor.
  4. The documentation above says that the function will return zero if the two bodies are in motion, because the contact is not a force but an impulse. This is getting beyond my knowledge of physics. The best approximation I can think of is to take the normal and speed * speed of the collision times the other body's mass, and that's your kinetic energy, or "force".
  5. The collision includes the normal, which gives you the direction. I don't know how to get the "force" of a collision. This function does not: https://github.com/mmozeiko/Squares3D-Android/blob/dc7002d3e638a9ed0ffd090dc52168029321cec7/jni/newton/coreLibrary_200/source/newton/Newton.cpp#L2095
  6. Why would you need that, if you already have access to that information when it happens?
  7. 0.9.6 Fixed mesh layers not working correctly with depth prepass, will yield a significant performance increase.
  8. My pleasure. If you are happy with the result, reviews on Steam are always appreciated.
  9. Updates are available now.
  10. Successfully exported a scene with brushes. Update will be available later today.
  11. In the next build, the editor will load the color scheme from the file "Ultra Engine/UI/Themes/dark.json". I don't recommend trying to convert to a light mode, because that would require different icons, but you can adjust the colors of the dark theme there. You will need to opt into the beta branch on Steam to get this update sooner:
  12. I have uploaded an extension to export the scene as a glTF file here: You can place that in your "Ultra Engine/Scripts/Start/Extensions" folder and it will work. Currently brush geometry does not get included in the export, but I think I can add that today...
  13. I think this is for processing forces right before they are applied. Forces can be applied two ways: Collision Programmatic In both cases, you have control over or access to the time that force is applied.
  14. This extension adds the option to export the current scene as a glTF file. Note that brushes currently will not be included in the exported file. ExportScene.lua
  15. Hi, Currently, the engine supports exporting a model as a glTF. It does not support exporting the whole scene as a glTF. However, it would not be difficult to create an editor extension that creates a temporary model, parents every entity in the scene to that model, and then saves that model as a glTF. I will give it a try now. Keep in mind that terrain and foliage cannot easily be exported to glTF. The color scheme is not currently user-editable, but if people want it would be easy for me to add a color scheme file the editor can load at startup.
  16. 0.9.6 Nav meshes no longer build on hidden brush faces. Child brushes will now be included in glTF saves, although there is no Brush::Save method. Added separate icon for models in scene browser. Fixed editor bug where navmesh height and agent height were getting mixed up. Hidden brush faces will now be skipped by Pick routine. Editor color theme will be loaded from "UI/Themes/dark.json" at startup.
  17. 0.9.6 Fixed bug in entity transform properties. Brushes now lock texture coords when entity transform properties are changed. Prefabs now always lock texcoords (or rather, texture mapping planes) when loaded or moved around.
  18. Update with the fix is coming. I think its fixed. If there are any other problems I will need specific instructions to produce it, because my testing all shows it working now.
  19. Josh

    Terrain bugs

    #2 will be fixed in the next build.
  20. Josh

    Terrain bugs

    Looks like the metal/roughness texture is just black in the terrain shader...
  21. Josh

    Terrain bugs

    Tessellation is not currently supported on terrain. I don't know if I have even used it in the new rendering backend. It won't really be working until GPU culling is implmented because that simplifies some things.
  22. I am marking this as fixed since there has been no reply and I cannot produce the error. Please let me know if anything else is wrong.
  23. The axis of the shape was oriented the wrong way.
  24. This might be fixed in the latest update but I am not sure since I never saw the problem: https://www.ultraengine.com/community/topic/61318-release-notes/page/17/#comment-307917
  25. This might be fixed in the latest update but I am not sure since I never saw the problem:
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