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Josh

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Everything posted by Josh

  1. I do not know why the example in the documentation is wrong. I fixed it, thank you for pointing that out: https://github.com/UltraEngine/Documentation/blob/master/Lua/Map_Save.md It will take a few hours to re-cache in the docs system, but the link there will take you straight to the source content.
  2. Here it is with a small fix. I will have an update out soon for you: "materials": [ { "displacement": [ 0.05000000074505806, -0.02500000037252903 ], "metallic": 0.0, "pickmode": true, "roughness": 1.0, "shadow": true, "texture0": "Materials/Developer/trigger.dds" } ],
  3. I love Ultra. Okay, here is the embedded material stored in the map file: "materials": [ { "displacement": [ 0.05000000074505806, -0.02500000037252903 ], "metallic": 0.0, "pickmode": true, "roughness": 1.0, "shadow": true, "texture0": "./New Project 5/Materials/Developer/trigger.dds" } ], And we can see that you are correct, so let's see why this is happening...
  4. I don't know exactly what is going on here, but your program has a very confusing structure. I can't for sure see anything that is a problem, but I think your issue will go away if you get rid of the second game loop.
  5. Wait, you have this: ListenEvent(EVENT_WIDGETACTION, loadGameButton, loadGameButtonCallback) And this: local function loadGameButtonCallback(Event, Extra) if (game.world == nil) then do return end end -- world:Pause() GameLoop() -- world:Resume() end And then this: function GameLoop() if (game.isMainMenuOn) then -- game.world:Resume() end game.isMainMenuOn = false game.menuPanel:SetHidden(true) game.isMenuOn = false window:SetCursor(0) while window:Closed() == false and game.isMainMenuOn == false do Bro, you got loops within loops.
  6. Ohhh.. The fact that you are creating a new GUI inside an event callback really does not make me feel good.
  7. It's not crashing. The main thread appears to be stuck in a loop maybe. Do you have a C++ program that produces this error?
  8. Can this be produced without using an extension, through the regular editor interface? If not, is there a small piece of text I can copy into the console to make the error occur when the map is saved?
  9. Yes, that helped a lot. I did not know you were using that map. Now I can get the error.
  10. I am unable to produce any error with these instructions.
  11. The engine is designed to protect you from any worries about multithreading if you are not using your own threads. This seems more like it should be in the other thread, since the issue being reported here is objects not getting deleted automatically.
  12. I highly recommend installing the Vulkan SDK, This will enable validation layers so if there is a Vulkan error it gets caught immediately: https://vulkan.lunarg.com/
  13. Do you have the Vulkan SDK installed? Are you using the beta branch or default branch?
  14. Do you have the Vulkan SDK installed?: https://vulkan.lunarg.com/
  15. Which map should I be starting in? There are several, but none are called Map A or Map B. I just ran with the default map, and switched back and forth a few times, with no errors. Is this happening in debug mode or release mode, or both? Memory usage looks good:
  16. This is what you need at the bottom of MouseMovementController::Start: ///Create a new NavAgent for the player character this->agent = CreateNavAgent(this->nav_mesh); this->agent->SetPosition(entity->GetPosition(true)); entity->SetPosition(0, 0, 0); entity->SetRotation(0, 0, 0); entity->Attach(agent); The player's position and rotation are retained as the local offset and rotation when it is attached to the navagent. This allows you to set an offset, or reverse the orientation of the player. However, as we have seen, this can be confusing and cause unintended consequences, so maybe the command should include an optional offset position and rotation instead.
  17. The behavior is definitely doing something strange. I am going to try getting rid of the player and just creating a simple nav agent in the main code file...
  18. This is why: /// <summary> /// Setup the Controller /// </summary> void MouseMovementController::Start() { auto entity = GetEntity(); entity->AddTag("player"); /// ToDo remove when nav mesh bug is fixed entity->SetPosition(0, 0, 0); entity->SetRotation(0, 180, 0); /// With the SetPosition command commented out, I can now produce the error...
  19. I am getting a strange result. If I move the player start position in the editor, he always starts back at the zero position. test2_poschanged.zip
  20. There are five maps in your project. Which one should I be testing?
  21. Thank you for reporting this. I am investigating...
  22. I tried adding a material to a map and it saved and reloaded just fine, although I did notice it was saving the full path to the material and not the relative path to the project folder. Ah, I see now. You have to drop the material onto pretty much the dead center of the sprite. The sprite's orientation is being controlled in the shader, so the pick routine doesn't really have any knowledge of which way the sprite is facing...I think increasing the pick sphere radius to match the bounds of the sprite might be a good solution. test.zip What does this mean?
  23. I don't know if it is possible to test on one computer, since you would need multiple Steam accounts running.
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