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Everything posted by Josh
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In MouseMovementController.cpp, GetComponent is returning null: else if (!pick.entity->tags.empty()) { for (auto tag : pick.entity->tags) { if (tag == "gather_water_task") { auto task = entity->GetComponent<GatherWaterTask>(); task->OnTaskStart(entity, pick.entity);// set a breakpoint here and look at the task variable break; } } }
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Please upload your project so other people can run it. If "this" is NULL inside a method it means a method is being called on an object that does not exist. I'm not sure how that would be possible, but there is definitely something weird going on in the code.
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Adding terrain and then sculpting crashed the editor to Windows
Josh replied to karmacomposer's topic in Bug Reports
Error code -4 is VK_ERROR_DEVICE_LOST. Please see this solution: -
Okay, so we are talking about an editor extension. It can be done, and I had this kind of thing in mind when I design the editor, but it's going to be moderately difficult. I think this is a great test to see how capable we can make the extensions system. The first thing we have to do is define exactly what the behavior should be. This will probably involve a new object creation mode, in addition to the brush and point entity creation modes that already exist. It should be possible to add this entirely in Lua, with some modifications in the editor to expose the required functionality. The other part is editing the spline objects. Is each node in the spline a separate entity that can be selected and moved independently, or is each spline considered to be one object, with a property to control the amount of subdivision? What kind of geometry should be generated for the spline? Can two or more spline objects be joined together, so they can branch? I am happy to work with anyone who wants to try making something like this, but first we have to define the desired behavior.
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I will have some updates tomorrow that expose some new functionality in the editor to help with this.
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I created one forum that is meant to have one thread per item. Eventually these topics will be auto-generated when the downloads system goes online. There is a second forum for discussion of addon development. Let's see how it goes and if it's bad just tell me.
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It's fixed on the standalone now. Verified with this example: #include "UltraEngine.h" #include "Components/Motion/Mover.hpp" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Create a world auto world = CreateWorld(); //Create a box auto box1 = CreateBox(world); auto component1 = box1->AddComponent<Mover>(); auto box2 = box1->Instantiate(world, true, true); auto component2 = box2->GetComponent<Mover>(); Assert(component1->GetEntity() != component2->GetEntity()); return 0; }
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The same fix is now up on the Steam beta branch.
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I believe this is fixed. It had to do with my changes to the brush picking routine: Update is currently on standalone build, I am compiling for Steam now...
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We will have another meeting session soon, and the main focus will be streamlining object selection, object creation, and terrain editing. It's clear that this can be made to be more intuitive and easier to control.
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Where is the create button? What do you mean by this?
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Are you sure cursor isn't NULL? AppDir() will return your project's folder, not the editor folder.
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How to hook into the OpenFile menu and get the associated file path?
Josh replied to klepto2's topic in Addon Development
Check for this: EmitEvent(EVENT_OPENASSET, Self(), 0, 0, 0, 0, 0, filepath->package, filepath->path); EVENT_OPENASSET is not currently exposed, but it equals 11011. Self() is the asset browser object, but there's only one of those so you can just specify nil for the source in ListenEvent(). -
How to hook into the OpenFile menu and get the associated file path?
Josh replied to klepto2's topic in Addon Development
Why not open it from the asset browser, like a texture or model? -
How to hook into the OpenFile menu and get the associated file path?
Josh replied to klepto2's topic in Addon Development
Okay...so I guess you want to override some file types, and let the editor still load the defaults? Is this for loading a new map file format?