Josh Posted May 27 Author Share Posted May 27 0.9.6 Shaders are now using correct sRGB > Linear > sRGB transform. If you set the value GAMMA to 1.0 in the file "Shaders/Khronos/tonemapping.glsl" it will cancel the effect, but I recommend using it. Dark areas will be stretched out over the range of visible colors so things look less dark and overly contrasted. Revised environment probes GI calculation, it looks really good now. Also storing cubemaps in half-float color formats now. 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 May 29 Author Share Posted May 29 0.9.6 HDRI to cubemap tool no longer using OpenCL so it will work on all machines 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 May 29 Author Share Posted May 29 0.9.6 Fixed bug that was preventing painting mesh layer instances in some situations. 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 May 29 Author Share Posted May 29 0.9.6 Shader fix for imposters in mesh layers not facing the camera. 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 May 30 Author Share Posted May 30 0.9.6 Fixed editor not loading maps with prefabs. Fixed bloom shader compile error. 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 May 30 Author Share Posted May 30 0.9.6 Changed the order of the viewport layout toolbar buttons to 4, 1, 2, 3 so the two most used buttons are the easiest to reach. Translate tool in the 2D viewports now uses the selection bounding box to grab and move objects, instead of individual objects. FLowgraph editor initializes faster when you view it the first time. Various bug fixes. 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 May 30 Author Share Posted May 30 0.9.6 Eliminated the pause that was occurring during the first draw operation with the draw box mouse tool. 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 June 3 Author Share Posted June 3 0.9.6 Environment probe reflections are now processed through the same cubemap filter routine as HDRIs. Environment probe diffuse reflection map now stored in BC6H format. Fixed errors in probe reflections. Environment probe reflection maps now stored in linear color space. Added Camera::SetGamma method. Default is 2.2. HDRI to PBR tool now has some options you can set and a new dialog. 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 June 5 Author Share Posted June 5 0.9.6 First implementation of remote asset browser added, with support for ambientcg.com content. 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 June 6 Author Share Posted June 6 0.9.6 Asset library interface is faster. Added slider to view more than one page of results. Web responses and previews are now cached. First time will be slow, then fast after that. Top-most categories no longer show any items, because there is no good way to display that many items with a good response time. 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 June 7 Author Share Posted June 7 0.9.6 Added search to asset library. I recommend deleting the folder "C:/Program Data/Ultra Engine/Asset Library" to clear the cache. 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 June 7 Author Share Posted June 7 0.9.6 The ambientcg.com script will now remove the _2K, _4K, etc. extensions from files, so you can install the 1K version of an asset, then go back and install a higher-res version if you want. 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 June 7 Author Share Posted June 7 0.9.6 AmbientCG integration is pretty much finished. The system will probably require some revision to work with other APIs in the future. Support for downloading masked materials and opacity maps. 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 June 9 Author Share Posted June 9 0.9.6 Added root node to scene browser. CAUTION: This update makes changes to the way maps are saved. I tested it and had no problems, but it is possible it could save your map files incorrectly. You should always be using some form of source control or backups. 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 June 12 Author Share Posted June 12 0.9.6 Scene browser now shows a bright green version of each icon for prefabs. Lock icon appears in properties editor when a prefab is selected, doesn't do anything yet. 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 June 12 Author Share Posted June 12 0.9.6 Full build performed with all recent fixes. 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 June 13 Author Share Posted June 13 0.9.6 Entity properties editor will now be locked if a prefab is selected. Prefab subobjects can no longer be deleted from the scene. The top-level prefab must be deleted. Prefab subobjects can no longer be moved around in the scene hierarchy tree. Only the top-most prefab entity can be moved. 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 June 14 Author Share Posted June 14 0.9.6 Fixed highlighting in the model editor, so if a mesh is selected, it will be highlighted, and if a material is selected, all meshes that use that material will be highlighted. Very useful when you are assigning materials and modifying models. 4 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 June 15 Author Share Posted June 15 0.9.6 Improved support for legacy MDL file format exported from Unwrap3D. 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 June 16 Author Share Posted June 16 0.9.6 Some glTF animations will work better now in the model editor. I am looking for a tool to reset the bind poses. Bind poses are one of the stupidest "features" I have ever seen in any model format. 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 June 20 Author Share Posted June 20 0.9.6 Added "back-face lighting" option in material editor, for surfaces that are thin enough for light to pass through (leaves and grass). This will flip the normal to face whatever direction a light is coming from in the light code. Should be used together with "two-sided" option. For thicker surfaces like branches, this should not be used. Model Editor "Load Collider" feature will now grab the collider from an existing model, if it exists. 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 June 21 Author Share Posted June 21 0.9.6 Moved post-processing effects into "Effects" subfolder. This prevents a bunch of folders from appearing when you open the folder in the open folder dialog. Added Camera::SetSkybox(bool) Added Skeleton::AddHook: https://www.ultraengine.com/learn/Skeleton_AddHook 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 June 22 Author Share Posted June 22 0.9.6 Option for glass refraction has been added in the editor viewport options. 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 June 23 Author Share Posted June 23 0.9.6 Fixed some problems loading and saving animated models. Load animation feature in model editor will search for bones with matching names now, hierarchy doesn't always have to be a 100% exact match. 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 June 24 Author Share Posted June 24 0.9.6 Fixed crash when saving model that does not have a skeleton. Some animated glTF files will load correctly and some won't. I'm working on it. Initial bind poses are now displayed, in addition to the list of animations. Very helpful! 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...
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