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Posts
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Community Answers
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Josh's post in Particles pause when you aren't doing anything was marked as the answer
This is the correct behavior.
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Josh's post in Duplicate SlidingDoor components. was marked as the answer
This has been deleted from the server now. You will need to manually delete the files from your install directory.
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Josh's post in New Bloom effect was marked as the answer
Okay, this was just caused because I put a comment in the shaders before the #version directive. It's fixed now.
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Josh's post in After last beta update C++ prject can't be synced was marked as the answer
I fixed it so the same code for finding all outdated files is used to see if any files are outdated, it just quits after one file is found in the second case. Update is available now.
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Josh's post in Multiplayer Game was marked as the answer
Leadwerks includes a simple networking system based on ENet:
https://www.leadwerks.com/learn?page=API-Reference_Object_Client
https://www.leadwerks.com/learn?page=API-Reference_Object_Server
However, this system does not support NAT punch-through and will not be usable for computers that are behind a router, which is almost every machine nowadays.
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Josh's post in Can't load files with non-latin characters pathes was marked as the answer
Ah, I see why. I fixed that so it will work.
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Josh's post in CreateInterface was marked as the answer
Just pushed an update that should fix this...sorry for the inconvenience....
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Josh's post in CreateSprite was marked as the answer
Okay, it should work with the update I just uploaded. You need to update your project to get the latest binaries.
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Josh's post in LNK1127 library is corrupt error was marked as the answer
Can you do an uninstall / reinstall of the engine (not the whole client, just press the uninstall button and then press install.)
I had to re-upload it, but since it is the same file and the file time did not change, the downloader does not detect the change.
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Josh's post in FPS limit is not working correctly was marked as the answer
Thanks for the detailed report, I really appreciate your help! It's fixed.
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Josh's post in Model editing ? was marked as the answer
If you double-click the file thumbnail in the project explorer it will open the asset in a new window, where there are many tools for fine-tuning things.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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...
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Josh's post in ParticleEmitter Instantiate return default ParticleEmitter was marked as the answer
fixed
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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.
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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.