Jump to content

Josh

Staff
  • Posts

    24,625
  • Joined

  • Last visited

Everything posted by Josh

  1. Marking this as solved, please let me know if I overlooked anything.
  2. Okay, so you are saying the directional light id disabled entirely, which means the probe is not appearing in the game. I think something is really wrong. I can't even see the point light in your in-game screenshot.
  3. Do you mean you have the directional light shadow disabled?
  4. What is wrong here? In your GIF, the default grid size is 0.1 and then when you increase or decrease the grid size it doubles or halves that number. You can see the grid size in the status bar. I tried changing the setting and I got the results I expected.
  5. I think this was reported and solved in another thread.
  6. It looks like the directional light has shadows disabled? Probes do not cancel the effect of direct lighting, they just override the skybox reflection. Maybe in the future adding an option for probes to disable directional lights would be interesting.
  7. 0.9.8 Added grid and angle snap toolbar buttons. Added Rotate X, Y, Z toolbar buttons and menu items. Removed grid snap setting from options dialog.
  8. Josh

    Build 917

    I would say that is more evidence that is was the Nvidia driver mem leak.
  9. 0.9.8 17 bug fixes, more to come this week...
  10. The Quake sprite file format will not be supported. Hopefully this will not cause any big problems for you.
  11. I believe this is all resolved. Please let me know if there are any problems.
  12. Josh

    Build 917

    This might have actually been due to the memory leak in Nvidia's drivers that was recently fixed. Running out of VRAM would cause such behavior. Any difference with their current drivers?
  13. This is fixed. I know. I do not know if it is possible to make this work, due to the way transparency and depth work.
  14. For some reason the wildcard matching was disabled. I fixed this. The command for finding multiple entities is FindChildren. I am updating the documentation now.
  15. I do not know what these mean. What event would be shown? Regarding the camera node, if there is a problem can you provide exact instructions for what I should do to make the problem occur?
  16. Changing the default values in the JSON file will not change the values of entities that have already had the component assigned. When you assign the component, the default values are applied to the entity and do not get reloaded from the file after that. As far as I can tell, this is working correctly. Please let me know if there is any problems.
  17. It's in there, but it has been changed to SetShadowmapSize. Docs are now updated, and will recache in a few hours.
  18. Run this one-liner in the editor console: n = Random(0, 10) Print(n) I believe everything listed in this thread is now fixed.
  19. Entity::SetViewRange is the best solution to this. However, it isn't currently documented or exposed to Lua. I think I am going to change the way this works because I do not like the current approach. Stay tuned.
  20. I tried loading this file in Autodesk's FBX Review program: https://apps.autodesk.com/MAYA/en/Detail/Index?id=6979630331069053932&appLang=en&os=Win64&autostart=true It does load, it's just really tiny. I do not plan to update the FBX converter.
  21. I think this was happening when one of the brush dimensions was smaller than the grid size, and it has been fixed.
  22. The method name has been changed to ToEuler. I will keep the Euler() command in there for now, for backwards compatibility, but this will go away in the future.
  23. Okay, I think I got it fixed now...update later today.
×
×
  • Create New...