Josh Posted October 29 Author Share Posted October 29 0.9.8 Three more bug fixes in the editor. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 29 Author Share Posted October 29 0.9.8 Bug fix update. Unsolved bug reports have gone down from 6 pages to 4 this week so far (with 42 pages of solved reports). 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 30 Author Share Posted October 30 0.9.8 A few bug fixes. Refraction can be enabled in the editor. Grid shader is updated but more work is required to disable refraction on this surface. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 31 Author Share Posted October 31 0.9.8 Added material thickness setting (only in editor currently), for controlling transparent refraction. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 31 Author Share Posted October 31 0.9.8 Bug fix update 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 1 Author Share Posted November 1 0.9.8 More bugs fixed. Happy Halloween everyone! 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 3 Author Share Posted November 3 0.9.8 Changed the way scene groups are saved. This fixes the problem of copied objects not appearing in the same group as the original. I thought there was an open bug report for this but I cannot find it: https://www.ultraengine.com/community/forum/120-bug-reports/?filter=unsolved_topics Finished the appearance of the left-hand side bar. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 5 Author Share Posted November 5 0.9.8 Brush subdivision now works on non-quad faces. Fixed a problem with picking on brushes. Only editor is updated for now... 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 5 Author Share Posted November 5 0.9.8 Full update 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 7 Author Share Posted November 7 0.9.8 Added new menu item in model editor menu Tools > Seal Cracks (for tessellation) 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 10 Author Share Posted November 10 0.9.8 Added vertex panel with setting for vertex and edge displacement modes. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 11 Author Share Posted November 11 0.9.8e Modified the way displacement amplitude / texture scale is calculated. Removed mesh texture scale property. Added new tools in Model Editor tools menu. Model format updated to include vertex texture scale. Vertex layout modified. Shader update is required. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 12 Author Share Posted November 12 0.9.8 More fine tuning of brush mesh generation. It's difficult stuff! 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 12 Author Share Posted November 12 0.9.8 Tessellation control shader now uses edge distance to camera instead of screenspace length to determine subdivision. Added material noise button in Face Panel. This can be used to add some variation to edges if you press it after the edge paint button. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 12 Author Share Posted November 12 0.9.8 Shadow maps will now use tessellation in the editor. Added World::SetTessellation, for controlling shadow map renders. Camera::SetTessellation now acts as an optional override. Use NAN to fall back to the world tessellation setting. Only the editor is updated at this time. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 13 Author Share Posted November 13 0.9.8 Tessellation control shader will now work correctly with orthographic projection, so shadow renders have a good subdivision level. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 13 Author Share Posted November 13 0.9.8 Made some adjustments to the tessellation setting in the model / material editor window. At this point I believe the material painting and tessellation features for 0.9.8 are 100% finished. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 13 Author Share Posted November 13 0.9.8 Added Show Colliders option in main menu. Added particle emitter get properties commands. Fixed some bad behavior of the grid/angle snap buttons and menu items. Full update. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 13 Author Share Posted November 13 0.9.8 Projects are now generated with a unique identifier. If a project is lacking a UUID a new one will be generated. User project settings such as recent files and current directory are now stored in another location, outside of the project folder. This will prevent the ultra.json file from being continuously updated and getting out of sync between different computers. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted November 16 Author Share Posted November 16 0.9.8 If only one object is selected, the rotate toolbar buttons will rotate around the object pivot, instead of the selection bounds center. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted Tuesday at 12:20 AM Author Share Posted Tuesday at 12:20 AM 0.9.8 Fixed two unreported bugs I found. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted 14 hours ago Author Share Posted 14 hours ago 0.9.8 Environment probe textures are now stored in sRGB color space. GI must be rebuilt on existing maps. World settings dialog now has a per-scene setting for GI transmission. This can be used to control how much the light propagates when GI is calculated. Use this instead of modifying probe colors. Specular / diffuse probe textures are reduced in size to 256/128. I couldn't tell any difference, but it will reduce your scene file sizes by 75%. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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