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Josh

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Everything posted by Josh

  1. I suggest using this UIElement class for handling groups of UI elements: https://github.com/UltraEngine/Extras/tree/main/Code/Utilities This is how I handle all the major "areas" in the editor interface. You create a derived class and store variables for all the widgets you create in the class, then call Listen() to intercept the events you want to process in your ProcessEvent override. Note that UIElement is not a widget, it is just a container for storing widgets and responding to events. class MainPanel : public UIElement { public: shared_ptr<Widget> panel, button; bool Initialize(int x, int y, int width, int height, shared_ptr<Widget> parent) { panel = CreatePanel(x, y, width, height, parent); button = CreateButton("TEST", 20, 20, 80, 30, panel); Listen(EVENT_WIDGETACTION, button); return true; } bool ProcessEvent(const Event& e) { if (e.id == EVENT_WIDGETACTION and e.source == button) { Print("PRESS"); return false;// stop processing this event } return true;// allow other hooks to process the event } };
  2. This just seems confusing to me. Why would you not use a variable, if you need a handle to that object?
  3. Implemented drag resize of brush outline, before the brush is created. Try it and let me know what you think.
  4. Implemented click and drag movement of the brush outline box, before the brush is created.
  5. We are on a new version now and it will be going through some experimental changes. If you need something more stable, 0.9.2 is now on the default branch.
  6. Yes, this is happening because the widgets for the optional fields have not been created. I am still implementing the revised interface for this.
  7. First build of 0.9.3 is available, with a separate creation mouse tool for creating brushes and entities. Give it a try and let me know what you think.
  8. Are you certain that entity->As<Model>() isn't returning NULL? Why are you setting a collider? The player physics mode will create several cylinder shapes to handle the collision.
  9. Yeah, the game speed is independent from framerate. You don't have to worry about modulating movement values. Pathfinding and character physics have been disentangled as well, so you can just use pathfinding for their movement if you want, and 750 characters walking around should be no problem.
  10. Animations should run at the same speed regardless of how many objects are being handled.
  11. The separation space between viewports is consistently used across the entire interface. You'll see the same separation was used in every border. It might be a good idea to increase this, but keep in mind it's a system-wide change, not just limited to the viewport panel.
  12. The window is getting stored as the event source in all those events that are being added to the event queue. Each time an event is removed from the queue by calling WaitEvent, that number will go down.
  13. Default branch is now using version 0.9.2. 0.9.1 is available as an archived version.
  14. This is intended to be the final build of 0.9.2 before it moves over to the default branch. Total rebuild of everything Face offset spinners now move in increments of 0.1 Environment probes now have padding of 0 on all edges by default
  15. You are on the cutting edge, my friend. I will look into this further...
  16. There is a feature that is currently disabled called a "swept frustum". We can experiment with this in 0.9.3:
  17. Thank you for the discussion, everyone. I will have some updates coming next week to make the desired changes.
  18. You are correct. This will be fixed in the next build that is uploaded.
  19. Thank you. This is already fixed on the beta branch on Steam:
  20. The offset needs to be a non-integer for any change to be visible. Otherwise you are moving one complete increment of the texture.
  21. It's relative to the parent, so if the ball has no parent global and local coordinates are the same.
  22. If you are running in debug mode, I think this is okay. How is the result in release mode?
  23. That would be great, once I have had a chance to take another pass at this. Where do you get all these GPUs?
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