Josh Posted November 30, 2024 Author Share Posted November 30, 2024 0.9.8 Brushes are always created with zero edge size and bevel disabled. Fixed render layers setting not reloading in editor. Fixed navmesh position and rotation not being saved / loaded in scene file. 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 December 1, 2024 Author Share Posted December 1, 2024 0.9.8 Fixed some problems with player collision. Works really nicely now! Navmeshes loaded from scene files will be invisible by default. 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 December 2, 2024 Author Share Posted December 2, 2024 0.9.8 Optimized player physics. Assert function is replaced with a more efficient macro. 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 December 6, 2024 Author Share Posted December 6, 2024 0.9.8 Fixed bug where zooming out of flowgraph all the way could cause a crash. Fixed bug where picking an object in editor could cause a crash, under certain conditions. 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 December 8, 2024 Author Share Posted December 8, 2024 0.9.8 FreeImage plugin will now load single-channel 16-bit images as RED_UNORM format. 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 December 9, 2024 Author Share Posted December 9, 2024 0.9.8 Added check for NAN at the end of the PBR fragment shader. Integrated @klepto2's excellent bloom effect into the default shaders. 1 2 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 December 10, 2024 Author Share Posted December 10, 2024 0.9.8 New C++ components are uploaded in the standalone build. I will update Steam tomorrow, then begin uploading the FPS template. 1 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 December 10, 2024 Author Share Posted December 10, 2024 0.9.8 Environment probe padding now displayed in centimeters. Added some required files for FPS template...it's almost ready. 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 December 10, 2024 Author Share Posted December 10, 2024 0.9.8 FPS Game Template added for Pro version on Steam. Standalone users can get the template as a free DLC here: A Lua translation of all the required code components is coming. 3 3 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 December 11, 2024 Author Share Posted December 11, 2024 0.9.8 Default branch updated to the finished version 0.9.8, beta and stable branches are now in sync. A branch is added for the now-archived version 0.9.7. 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 December 16, 2024 Author Share Posted December 16, 2024 0.9.8 Lua component code is updated to support the FPS game template. Removed Debug launch option in Lua projects. Added Fast Debug and Full Debug launch options. Added initial implementation of Tween class, Lua only at this time. See Bullet.lua and CreateTween(). 2 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 December 16, 2024 Author Share Posted December 16, 2024 0.9.8 Updated the sliding door Lua component with some small fixes. 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 December 16, 2024 Author Share Posted December 16, 2024 0.9.8 Eliminated black squares when bloom filter is in use. 1 3 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 December 18, 2024 Author Share Posted December 18, 2024 0.9.8 (beta branch) VR game template is updated with a simple example scene. 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 December 23, 2024 Author Share Posted December 23, 2024 0.9.8 Fixed this bug. 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 January 6 Author Share Posted January 6 0.9.9 First version of 0.9.9 beta is now available. You must opt into the beta / development branch to get it. Added support for Ogg Vorbis sound files. Added support for MP3 sound files. Added UV unwrapping in the model editor interface. You will need to add these new search paths to your existing C++ projects: $(ULTRAENGINE)\Include\Libraries\libvorbis\include $(ULTRAENGINE)\Include\Libraries\libogg\include 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 January 7 Author Share Posted January 7 0.9.9 The C++ project template has been updated with the missing include directories. You must still add these in your existing C++ projects. 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 January 9 Author Share Posted January 9 0.9.9 Initial implementation of LOD tool is added. See Tools > Reduce Mesh in the model editor menu. Only the editor is updated at this time. 4 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 January 9 Author Share Posted January 9 0.9.9 Add LOD button in Reduce Mesh interface can now be used to add a new level of detail. Clicking on an open submenu that has children will no longer close the menu. 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 January 10 Author Share Posted January 10 0.9.9 Added ambient occlusion baking. Added material occlusion setting. Separate AO map removed from PBR shader family definition. Some shaders updates are needed to display AO correctly. glTF loader now requires AO map to be stored in the red channel of the metallic roughness map, but this is almost always the case anyways. OGG sound loader will be much faster now with big files. Secret feature is added. Join on Discord tomorrow to learn what it is. 3 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 January 12 Author Share Posted January 12 0.9.9 Updated the material generation feature to work correctly with images exported from Substance Painter. In order for it to fully work, you must modify these settings: Add this value to the end of the list in Tools > Material Generation > Normal map suffixes: normal_opengl Add this value to the end of the list in Tools > Material Generation > Occlision map suffixes: mixed_ao These have been added to the default settings, but since your settings are already saved you need to define them. 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 January 13 Author Share Posted January 13 0.9.9 New option in Material Generation settings exists to embed textures in a material file. This means instead of having a bunch of DDS files you can just pack it all into a single material file that contains all the textures. Feature is experimental. Added normal scale to material settings. A shader update is required to display this. 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 January 14 Author Share Posted January 14 0.9.9 Editor will now save and load the material normal scale setting. Only the editor is updated at this time. 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 January 15 Author Share Posted January 15 0.9.9 Added Entity:SetGravity, to override the world gravity setting. Default value is Vec3(NAN). Added Entity:SetSoftness method. Default value is 0.1. Added support for loading glTF files that use Google's Draco mesh compression extension. This makes Ultra compatible with Google Earth 3D tiles. You must add this header search path to your existing C++ projects: $(ULTRAENGINE)\Include\Libraries\Draco\src 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 Thursday at 09:42 PM Author Share Posted Thursday at 09:42 PM 0.9.9 NavMesh::PlotPath now has an extra parameter for the maximum number of steps. NavAgent::Navigate() will produce better results now, and return false if a path to the destination point cannot be reached. Added NavAgent::GetDestination(), GetPosition(), GetRotation(), and GetQuaternion(). Added Bone::AlignToVector, uses the same arguments as Entity::AlignToVector. Game builds will now correctly load the material normal scale value. 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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