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Josh

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  1. Josh's post in Window freezes if fps limit seted after an exit or closing a window was marked as the answer   
    I fixed this by removing reliance on Win32 WaitForSingleObject, which is known to cause deadlocks under some conditions. The rendering thread does not create or manage windows, so I still don't know exactly why this was happening, but whatever it's fixed.
  2. Josh's post in Brush collider is ignored by Pick() when it's a child was marked as the answer   
    Set the parent pivot to have a pick mode:
    pivotParent->SetPickMode(PICK_COLLIDER); Don't use the pick filter, since this will abort when the pivot is encountered:
    //auto pick_info = world->Pick(pivot->GetPosition(true), target_pos, 0.25f, true, PickFilter); auto pick_info = world->Pick(pivot->GetPosition(true), target_pos, 0.25f, true); This is how the system is meant to work.
  3. Josh's post in No shadows update for an entity when it's a child was marked as the answer   
    Fixed this in the source. The correct behavior is the box should stop casting a shadow when it is parented to a non-shadow-casting entity.
  4. Josh's post in main.lua refuse to run was marked as the answer   
    The capitalized Print function is an Ultra Engine command. The lower-case print function is a built-in Lua command that is more limited and does not seem to appear in the VSCode console.
    You must install the Lua debugger extension by DevCat:
    https://marketplace.visualstudio.com/items?itemName=devCAT.lua-debug
    I tried creating a new Lua project with Ultra Engine on Steam and it worked as expected. The easiest way to open the project folder is to double-click the "Open in VSCode" bat file in your project folder.
    If you still have problems I will make a video walking through the steps so you can see exactly what I did.
  5. Josh's post in change a script variable from another script was marked as the answer   
    component = entity:GetComponent("FPSPlayer") if component ~= nil then component.value = 1 end  
  6. Josh's post in Error on buliding a brush was marked as the answer   
    I ran it from the source and had no errors, so this probably already got fixed and I just need to update the C++ library tomorrow.
  7. Josh's post in Latest update 0.9.8.e was marked as the answer   
    It looks like I failed to upload the required Lua binaries in the standalone update. The editor is saving a slightly different scene file format, the previous build cannot load. Sorry for the trouble, it is updated now.
  8. Josh's post in UV scale error was marked as the answer   
    Got it. I had to change the way this works a little bit...

  9. Josh's post in ParticleEmitter Instantiate return default ParticleEmitter was marked as the answer   
    fixed
  10. Josh's post in cast was marked as the answer   
    The command doesn't actually exist in Lua, but I added a page there anyways that explains it.
  11. Josh's post in Argv[0] is empty when ran from editor. was marked as the answer   
    Okay, fixed.
  12. Josh's post in GetCollider()->IntersectsPoint() does not work correctly in release mode sometimes was marked as the answer   
    I will remove this from the API and we can revisit this in the future if it makes sense and can be done.
  13. Josh's post in When using Tools -> Carve or Hollow, Brushes are moved to root node. was marked as the answer   
    Fixed! The new brushes will be added to the group the original brush was in.
  14. Josh's post in Directional Light quality not changing was marked as the answer   
    DirectionalLight::SetShadowCascadeDistance is working correctly now, verified by adjusting the setting in the editor.
    Light::SetShadowSamples is being removed from the API for performance reasons. Modify the shader Base/Lighting.glsl instead.
  15. Josh's post in Probe "Disco" Error was marked as the answer   
    I added a clamp in the lineartosrgb shader functions to make sure the color values are never less than zero, and now it is fine.
  16. Josh's post in UI have a offset on specific sreen was marked as the answer   
    Change this setting in the project properties and it will work:

  17. Josh's post in EVENT_OPENSCENE stopped working at the Editor was marked as the answer   
    This event ID is only declared in the editor. It doesn't exist as part of the engine.
    Paste this one-liner into the editor console and open a scene, and it will work:
    function MyFunc() Print("Hello") end ListenEvent(EVENT_OPENSCENE, nil, MyFunc) Maybe one of your event callbacks is returning false, terminating the chain of callbacks.
  18. Josh's post in Weird Refraction on Unlit materials. was marked as the answer   
    Fixed
  19. Josh's post in Creation Dropdown Window can show up on a diffrent montor. was marked as the answer   
    I fixed the popup previews. I think the object create drop-down window already was fixed silently.
  20. Josh's post in Bad results with uneven subdivision. was marked as the answer   
    Fixed

  21. Josh's post in Alpha channel for block colors is not properly rendered in real time was marked as the answer   
    Fixed.
  22. Josh's post in Navmesh is visible on a bumpy terrain was marked as the answer   
    Closing due to lack of feedback...
  23. Josh's post in Particle emitter becames a pivot after resave prefab with it was marked as the answer   
    This is being caused because the file is being saved with some entities have a prefabuuid defined, indicating they are an entity stored in another prefab file. This is a mistake I think I have fixed. Some prefabs may need to be recreated to remove this data.
  24. Josh's post in Entity scale affects local SetPosition for children was marked as the answer   
    This is working correctly.
  25. Josh's post in Rendering Issue with Editor Grid was marked as the answer   
    Problem is solved, uploading in a few minutes...
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