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Josh

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Everything posted by Josh

  1. Added another button to clear the value. Build will come later today.
  2. I am going to mark this as solved and icons, for the time being, will be considered a vector image from which pixmaps are rasterized. I need to focus on the more basic functionality and make sure that works before adding more complexity.
  3. Also added a note at the top of that blog article.
  4. It looks like that when a prefab is opened like a scene and saved, it does not save correctly. You don't need to even modify anything, the save routine is just not working correctly that way...
  5. When a flowgraph connection is activated, the component name is the method by which the correct component is identified. The name should not be changed, or the component will not be found.
  6. Thanks for the model, can confirm the bug...
  7. 0.9.8 Several bug fixes, and more on the way this week.
  8. Wait...is this a custom controller system of your own, not the player physics? The default frame time in Ultra is 16.666667 milliseconds, a lot shorter than 100.
  9. Have you tried calling Camera:SetDebugPhysicsMode(true) to verify the model has a collider?
  10. This is how the editor creates thumbnails for models. @Andy90 Multi-threaded rendering needs to be disabled if you get the screenshot immediately, like this code does. auto win = openwindows[size]; if (win == NULL) { win = CreateWindow("", 0, 0, size, size, GetDisplays()[0], WINDOW_HIDDEN | WINDOW_CLIENTCOORDS); openwindows[size] = win; fb[size] = CreateFramebuffer(win); } if (world == NULL) { world = CreateWorld(); world->SetEnvironmentMap(LoadTexture(AppDir() + "/thumbnail_diffuse.dds"), ENVIRONMENTMAP_DIFFUSE); world->SetEnvironmentMap(LoadTexture(AppDir() + "/thumbnail_specular.dds"), ENVIRONMENTMAP_SPECULAR); world->SetAmbientLight(0); light = CreateDirectionalLight(world); light->SetShadows(false); } shared_ptr<Model> mdl; if (packagepath.empty()) { mdl = LoadModel(world, path, LOAD_UNMANAGED | LOAD_NO_PACKAGES); } else { auto pak = LoadPackage(packagepath); if (pak) { packages.push_back(pak); auto stream = pak->ReadFile(path); if (stream == NULL) return NULL; mdl = LoadModel(world, stream, LOAD_UNMANAGED); } } if (mdl) { light->SetRotation(35, -35, 0); if (cam == NULL) cam = CreateCamera(world); cam->SetProjectionMode(PROJECTION_ORTHOGRAPHIC); cam->SetRotation(0,135,0); cam->Turn(22.5, 0, 0); auto bounds = mdl->GetBounds(BOUNDS_RECURSIVE); cam->SetPosition(bounds.center); cam->Move(0,0,-bounds.radius); cam->SetZoom(float(size) / (bounds.radius * 2.0f)); cam->SetRange(0, bounds.radius * 2.0f); cam->Sync(); fb[size]->Capture(); cam->SetHidden(false); world->Render(fb[size]); cam->SetHidden(true); auto caps = fb[size]->GetCaptures(); if (not caps.empty()) { pixmap = caps[0]; //pixmap->Save(GetPath(PATH_DESKTOP) + "/" + String(size) + ".dds"); Assert(pixmap->size == fb[size]->GetSize()); } }
  11. I want to solve it and it is not a waste of time, but first I must be able to make the error occur.
  12. @AnthonyPython I found the cause and am fixing it now.
  13. Tested and I see no such problem in 0.9.7...
  14. I cannot produce this bug. Perhaps this is already fixed?
  15. If you are able to upload a simple map the demonstrates the problem I will be able to solve it.
  16. Can you please upload the model here, or send it to me in a private message? We dealt with an issue similar to this some time back, so it might already be fixed.
  17. Easy fix, thanks for reporting.
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