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Leadwerks Game Engine 4.6 Beta Available

Josh

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A new build is available on the beta branch. This changes the model picking system to use a different raycasting implementation under-the-hood. Sphere picking (using a radius) will also now correctly return the first hit triangle. You will also notice much faster loading times when you load up a detailed model in the editor!

Additional parameters have been added to the Joint::SetSpring command:

void Joint::SetSpring(const float spring, const float relaxation = 1.0f, const float damper = 0.1f)

The classes for P2P networking, lobbies, and voice communication have been added but are not yet documented and may still change.

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Incidentally, the extra spring parameters were the only thing that were missing to build your own vehicles. I will be implementing this with the standard Leadwerks API.

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7 hours ago, Monkey Frog Studio said:

What about the issue with going full-screen on some setups? Has this been looked at or fixed yet?

Not yet, I plan to include it though.

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Sigh. I've stopped all development using Leadwerks (had stopped it some time back) because this one particular issue is a show stopper as far as I am concerned. 

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3 hours ago, Josh said:

Incidentally, the extra spring parameters were the only thing that were missing to build your own vehicles. I will be implementing this with the standard Leadwerks API.

Love it.  I hope there will be a clear example somewhere of how to set it up and what to adjust for certain effects (less or more bounce, tighter or looser steering, etc.).

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You can also filter out specific users in order to have team-only conversations. By default your own ID is filtered out from receiving voice messages that you send, but you can enable it for testing like this:

Voice::SetFilter(Steamworks::GetUserID(), true);

Then you will hear your own voice coming back to you as you speak,

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