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Everything posted by Dreikblack
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Drag'nd'drop also not working (probably was not added yet but i remember an option right click existing before)
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Made C++ version ColorChanger.zip
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Sometimes freezes still happens
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Point light range keep same range in map after changing it in prefab
Dreikblack replied to Dreikblack's topic in Bug Reports
Readding a prefab helps but not convenient Also i had a bug when after adding another light it was at another place (maybe 0,0,0) in map until i move this prefab at map -
Brush in not being created with changed griide line
Dreikblack replied to Dreikblack's topic in Bug Reports
Bug with no brush creating still happens sometimes. I don't know yet how to reproduce every time. -
Brush in not being created with changed griide line
Dreikblack replied to Dreikblack's topic in Bug Reports
btw grid line settings are definitely bugged, it keep scaling of 0.2m when should be 0.1m i think with such setting (0.1 and 1) -
Brush in not being created with changed griide line
Dreikblack replied to Dreikblack's topic in Bug Reports
You missed a step 3 with brush size changing and it was another viewport but i can't reproduce it neither after a update so it was fixed somehow or probably more requires something else (but i was able to reproduce with just described step just after Editor start tho) -
1. Draw a brush outline (i.e. start creating brush but not hit create button) 2. Change Back viewport grid line with [ button couple times 3. Change brush height on Back viewport 4, Hit Create button on Main viewport My settings:
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Brush lost materials applied with script after reload
Dreikblack replied to Dreikblack's topic in Bug Reports
Do you mean using usual mats? I have to creating a material in this way via scripts because i'm using quake textures from a pak. But i just realized that probably i should tried to save such materials as files. If it's possible to use pak textures in mat files it would make things dozen times easier. I thought mats have textures inside them and only now i tried to open them with Notepaded++ and saw it was a json -
Could be related to my issue
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Brush lost materials applied with script after reload
Dreikblack replied to Dreikblack's topic in Bug Reports
Old bug when even without extra textures and faces material is gone returned": 1. Create and select brush 2. local texture = LoadTexture("/Materials/Developer/trigger.dds") local material = CreateMaterial() material:SetTexture(texture) local selected = program:GetSelection() for n = 1, #selected do local currentBrush = Brush(selected[n].entity) if currentBrush ~= nil then currentBrush:SetMaterial(material) currentBrush:Build() end end 3. Save map 4. Change something like brush scale 5. Save and reload map - material is gone -
#include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 200, 300, displays[0]); //Create user interface auto ui = CreateInterface(window); //Create a pixmap auto icon = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Logos/23.svg"); auto icon2 = icon->Copy()->As<Icon>(); auto panel1 = CreatePanel(0, 0, 100, 100, ui->root); panel1->SetIcon(icon, PIXMAP_STRETCH); auto panel2 = CreatePanel(0, 101, 100, 100, ui->root); panel2->SetIcon(icon2, PIXMAP_STRETCH); //Show the icon //ui->root->SetIcon(icon); while (true) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: return 0; break; } } return 0; }
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LoadMap does not load saved in program code map and even remove light
Dreikblack replied to Dreikblack's topic in Bug Reports
Light stays in last build. Debugged a bit and i found out that scene have an entities after a load but they are invisible for unknown reason. -
Icon: In Ultra: TestNumber.zip #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 800, 800, displays[0]); //Create user interface auto ui = CreateInterface(window); //Create a pixmap auto icon = LoadIcon("TestNumber.svg"); //Show the icon ui->root->SetIcon(icon); while (true) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: return 0; break; } } return 0; }
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Oops, meant "since my last message". Had only one freeze after a fix so it's better than before but i did not used Editor much enough to be sure.
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I never had this issue on prev major versions. btw no new freezes since my prev version so probably you are moving in right direction.
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Freezes still happens. Got first one after a update. After a few mins it became responsive again.
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And it happen again. This time opened map had much more objects than prev one.
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I disabled Steam overlay for Ultra today - no freezes since then.
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Gamma Setting New obstacle Radiactive container - can be destroyed to make explosion New Main Menu scene at background Stealth mode - Marines moves silently but slower - 1 extra Movement Point cost Stealth mode shows sense zones (red for smelling, blue for hearing and green for sight) for enemies that did not notice Marines yet Remade maps and added stealth map New HUD element - belt. It shows equipped items like ammo and medkits. Select one to see an available item action Ammo have throw action - to put it at next tile Ammo can be destroyed to cause an explosion if damage type is right for this ammo type Enemies drops a loot after death GUI fixes and adjustments
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How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
I don't see this method after latest beta update -
How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
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How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
Could be then used some shader but with keeping a depth somehow?