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reepblue

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Everything posted by reepblue

  1. Looks like the event polling isn't setup correctly. Mind posting your source code/creating an example?
  2. State of Development 21/10/26.

    © ©2021 Reepsoftworks

  3. State of Development 21/10/26.

    © ©2021 Reepsoftworks

  4. State of Development 21/10/26.

    © ©2021 Reepsoftworks

  5. reepblue

    Editor WIP

    Looking really good!
  6. I've noticed that my code below no longer works when I upgraded my project to the Beta. m_vClosePositionRight = m_pDoorPieceRight->GetPosition(true); Vec3 position = m_vClosePositionRight; Vec3 distance = Transform::Vector(1.0f, 0.0f, 0.0f, GetEntity(), NULL); Vec3 pin = distance.Normalize(); m_pDoorJointRight = Joint::Slider(position.x, position.y, position.z, pin.x, pin.y, pin.z, m_pDoorPieceRight, NULL); m_flOpenAngleRight = distance.Length(); m_flCloseAngleRight = 0; m_pDoorJointRight->SetMotorSpeed(2.0f); m_pDoorJointRight->SetLimits(0, distance.Length()); m_pDoorJointRight->SetAngle(m_flCloseAngleRight); Below I've attached a modified script and a map showcasing this issue. Create a new project with the FPS template and install the package below. One set of doors uses global positioning (Default) The next set has doors using local positioning but since it matches the world's origin, it seems it works as intended. The last set of doors are rotated. The doors should move on the model's X axis but they don't move as intended. doorbug.zip
  7. It's probably a syntax error because It's just proto code, The point I was trying so show that you can store pointers into variables for easy access.
  8. Since you can find the child on Start, I would store it in a variable to quick and easy access. I'd also put in null checks. Script.vmodel = nil function Script:Start() local child = self.entity:FindChild("WaterforBucket") if child ~= nil then self.vmodel = child self.vvmodel:Hide() end end function Script:DoSomething() -- Get my view model! local vm = self.vmodel vm:SetColor(1,0,0,1) end
  9. This is still broken with the beta you shipped last week @Josh. Would appreciate you slipping in a fix for this as I also need the previous decal rotation fix for my game along with sprites working as intended.
  10. Fixed. It seems Josh compiled the latest Steamworks and forgot to supply the dll. I grabbed the latest SDK from Steamworks and the beta now works. Uploading it here so others can use the beta. steam_api_lebeta.zip
  11. reepblue

    Package Plugins

    One thing I would suggest is making sure directories are listed above packages like how Windows lists files by default.
  12. reepblue

    Package Plugins

    That's another game(s) that can use a better editor.
  13. I noticed this with my code. Any deletion of the gui crashes the app. This is why I just let the operating system clean up the pointers when the app terminates.
  14. reepblue

    Package Plugins

    I'll be sure to see if I can make a simple HL2/Portal map with this. I can't wait! ♥️
  15. reepblue

    Package Plugins

    If the editor would be compatible for making source maps that should mean it would have support for placing entities in via an fgd system which then a developer could use those systems for their own games after they implement it. The Source I/O system was really nice and I would totally implement a similar system if I knew the editor can cook the io in the map file for my game to read it.
  16. Understandable, just thought it would be nice to have.
  17. Besides your will to do so, what prevents you throwing in the Leadwerks renderer in there and replacing the current editor?
  18. I think you would need to rebuild your GUI. This is why I don't allow users to change the window size during runtime because everything revolves around how big the framebuffer is.
  19. I would really appreciate having box and strip lights in Leadwerks like you had implemented in earlier builds of the Ultra Engine. I would be fine with it being API exclusive.
  20. Upon rebuilding my project with the latest beta and updating my DLLS, I now get this pop up upon launch. I never initialized Steam. Speaking of Steamworks, can we get a version that supports Steam Input?
  21. Does this fix the other issues with the beta? If you have time to push out a new Leadwerks build, I can start making a list of things I came across with Cyclone. I stopped reporting these issues because it seemed you were really involved with the new engine for the last few years. Tonight I'll give this a go and see what else I can find.
  22. To be honest, I just request the user to restart. This prevents anything relying on the context to not break when the user changes the window mode.
  23. Find out more at http://reepsoftworks.com/cyclone/
  24. Find out more at http://reepsoftworks.com/cyclone/
  25. reepblue

    Cyclone Art Pass WIP

    Find out more at http://reepsoftworks.com/cyclone/
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