Josh Posted October 8, 2023 Author Share Posted October 8, 2023 Reset Layout will now reset original viewport views and camera orientations. 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 8, 2023 Author Share Posted October 8, 2023 Updated the static lib with all recent 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 October 8, 2023 Author Share Posted October 8, 2023 Fixed bug that caused editor to save bad / invalid glTF files when mesh tangents are present. 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 8, 2023 Author Share Posted October 8, 2023 Updated static library with recent 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 October 11, 2023 Author Share Posted October 11, 2023 Lua binaries updated, components are now getting attached properly. Note that a component script must call RegisterComponent() to make itself available. 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 11, 2023 Author Share Posted October 11, 2023 Added clear color to camera properties. 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 11, 2023 Author Share Posted October 11, 2023 Default environment map now loaded from project folder instead of editor program directory. 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 12, 2023 Author Share Posted October 12, 2023 Fixed ambient light level not loading from Leadwerks maps Fixed terrain in Leadwerks maps not loading correctly. Texture layers still need some work... 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 12, 2023 Author Share Posted October 12, 2023 Added option for v-sync, enabled by default. This only affects 3D viewports, 2D viewports always have this disabled. 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 13, 2023 Author Share Posted October 13, 2023 Updated the static lib with all recent changes. 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 16, 2023 Author Share Posted October 16, 2023 Default environment map textures are now located in Materials/Environment/Default. You must sync your project to get these textures. It's more of a conventional skybox so PBR reflections won't be quite so bright white as they were before. Added first-person controls component to C++ template. 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 16, 2023 Author Share Posted October 16, 2023 Updated the default start map and added some abstract textures courtesy of @reepblue 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 16, 2023 Author Share Posted October 16, 2023 Updated Lua binaries Added FirstPersonControls Lua component. ChatGPT did a nice job converting this from C++. Interesting that you can run the same map using both C++ and Lua components. Fixed bug in preview.exe that was causing all 3D rendered thumbnails to be skipped. 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 16, 2023 Author Share Posted October 16, 2023 Keys in JSON-based formats (shader families, posteffects, and materials) are all being converted to lower case. Examples: "shaderFamily" -> "shaderfamily" "OPAQUE" -> "opaque" "postEffect" -> "posteffect" You must sync your project to get the updated shader family and post effect files. This will a slight inconvenience, but it's better to do this now when it will only affect a few people. All JSON keys in map files should now be lower-case. I kept some extra checks in so that the most important data won't be lost (brushes, etc.) but some things like collisionType and pickMode that were camel-cased will need to be reset. 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 16, 2023 Author Share Posted October 16, 2023 Keys in JSON-based formats (shader families, posteffects, and materials) are all being converted to lower case. Examples: "shaderFamily" -> "shaderfamily" "OPAQUE" -> "opaque" "postEffect" -> "posteffect" You must sync your project to get the updated post-effect and shader family files. If you have any custom files this affects, you must updated them to use lower-case keys. This will a slight inconvenience, but it's better to do this now when it will only affect a few people. Map files will now use lower-case keys everywhere. A few camel-cased properties like collisionType and pickMode will be lost, but I added checks to make sure the important stuff can still be loaded from your existing maps. 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 17, 2023 Author Share Posted October 17, 2023 Terrain is now using the same scaling scheme as brushes, where layer scale is defined in texels per meter. Terrain created in the editor will be automatically filled in with "Materials/Ground/dirt01.mat" 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 17, 2023 Author Share Posted October 17, 2023 Copy and paste in editor won't copy the world settings now. Channel 1.0.3 has been renamed to "dev". Please uninstall and re-download. In the future, the "dev" channel will be continuously updated, and locked versioned channels will be dropped along the way. 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 17, 2023 Author Share Posted October 17, 2023 New client app is uploaded here: https://www.ultraengine.com/files/UltraClient.exe The versioning is changed to avoid confusion with the engine itself. This one is labeled "Build 23". Project creation / management is now completely removed from the client, since it has been implemented in the editor. Ultra Engine is now accessible for all people who pre-ordered it using the client linked to above. 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 17, 2023 Author Share Posted October 17, 2023 Updated preview.exe so it loads the default spec / diffuse maps. It was trying to load the old one that no longer exists, which would make model and material thumbnails darker than they should be. You can delete the C:/ProgramData/Ultra Engine/Thumbnails folder if you wish to regenerate all thumbnails. 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 18, 2023 Author Share Posted October 18, 2023 Fixed bug where materials generated for texture would have wrong file path for occlusion / metal / roughness texture. 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 18, 2023 Author Share Posted October 18, 2023 Added VK_FORMAT_BC6H_UFLOAT_BLOCK to the list of recognized pixel formats in the asset editor, although I still do not have any way to convert these images to RGBA for viewing. 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 18, 2023 Author Share Posted October 18, 2023 Fixed bug where extra model limbs were being created when map is saved. Added a check to prevent the user from deleting model limbs, along with an error message if they try. Fixed bug where boolean properties were showing the indeterminant state incorrectly when multiple objects are selected. 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 19, 2023 Author Share Posted October 19, 2023 Added support for BC6H decoding, so skyboxes will now show their thumbnails in the editor. You can delete the folder C:\ProgramData\Ultra Engine\Thumbnails if you want to force a refresh of your file thumbnails. 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 21, 2023 Author Share Posted October 21, 2023 Fixed model thumbnail generation. Fixed terrain collision problem. When "Convert textures to DDS" or "Convert textures to Basis" are used, displacement maps will be saved as uncompressed DDS. 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 21, 2023 Author Share Posted October 21, 2023 Fixed bug where "Convert textures to DDS" was failing to save DDS textures because of an incorrect mipmap chain. Fixed model deletion bug in editor. 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...
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