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  1. Today
  2. Help Leadwerks grow by sharing your experience! Please consider leaving a review on Steam. Your feedback means a lot!
  3. Damn, appreciate the quick response! and thank you for the fix
  4. This problem has been fixed in 5.0.1 beta, which is available if you opt into the beta branch.
  5. Title sums it up, when I start a project and try to run the start map I get this error. Anyone know how to fix this? I tried deleting the file and that did nothing and I even start a new project thinking about something was corrupt and face the same issue. my current hardware: CPU - 13th Gen Intel(R) Core(TM) i7-13700KF GPU - AMD Radeon RX 9070 XT RAM - 64.0 GB Speed: 6400 MT/s Slots used: 2 of 4 Form factor: DIMM nvme - 500gb
  6. I can confirm that it all seems to be working correctly now. Thanks for the update!
  7. Entity is an abstract class, so you can't create an Entity object itself, just an object derived from the Entity class. The simplest one is created with CreatePivot: https://www.leadwerks.com/learn/CreatePivot
  8. -Would have liked if when selecting an object, we can instantly have the option to resize them same as in Leadwerks4 without having to click the resize button. -CTRL + TAB when cycling the different views just cycle through FRONT +TOP + LEFT instead of all 6 sides + the 3D view, maybe put a dropdown with a box and we tick which view we cant to cycle through -Maybe to be possible to grab one of the windows and dock it in my 2nd monitor
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  9. Yesterday
  10. Josh

    Publish Bug

    I will guess that is probably the cause, and close this. Please let me know if there is a project I should test.
  11. Josh

    Publish Bug

    require is a Lua command and will not work with our file system. It should only be used for loading DLL modules. The Import command will act like require, but works with our file system, including package files.
  12. Camera MSAA was not being set.
  13. Moving this to general, since Linux is not currently supported. I think the right solution for this is a native Linux build.
  14. 5.0.1 beta Several bugs are fixed in the editor, see the bug reports forum for details.
  15. I am pretty sure that won't happen in the next build that goes up.
  16. Seems there's another issue, possibly related. I created a lightbox, unticked Cast Shadows (so it's False). That one works fine. Can move it, rotate it, etc., and it updates in the viewport. However, if I use the move tool and drag out a copy (holding SHIFT) the new one does not cast any light at all. If I then go to the Scene panel and tick Cast Shadow on then off again, it works. I have to do this for each duplicate I create. This does not happen when creating a new lightbox since they come in automatically with Cast Shadows ticked. To emphasize - if a shadowbox has Cast Shadow unticked (False) and you duplicate it, it will not show any light. You have to tick then untick Cast Shadow if you want the lightbox to create a light but not cast a shadow.
  17. Example is updated: https://github.com/Leadwerks/Documentation/blob/master/CPP/Widget_AddBlock.md#example
  18. Fixed in next build.
  19. This also happens if you just open the map in the editor. The cause is around line 145 of Shaders/PBR/Lighting.glsl: if (shadowCoord.x < 0.0f || shadowCoord.y < 0.0f || shadowCoord.x > 1.0f || shadowCoord.y > 1.0f || shadowCoord.z < shadowrange.x || shadowCoord.z > shadowrange.y) return lighttype; Ah, okay, it is due to the lack of any shadow range value I think... || shadowCoord.z < shadowrange.x || shadowCoord.z > shadowrange.y Something like that...I will continue to look for the exact cause...
  20. Fixed. will be included in the next build that goes up on the beta branch.
  21. Josh

    Suggestion

    Again, if those units are in seconds, the most common amount a person will want to increment the value is by one second. At one point people were complaining when the spinners were incrementing in units of 1/10 because it wasn't what they wanted most of the time.
  22. Another example
  23. Josh

    Suggestion

    Actually, the units are in centimeters, so it makes a lot of sense to increase / decrease by one.
  24. Beginner question... I don't find a Createentity or something like that
  25. We don't support HTML5. It would probably be possible to compile the engine to web assembly, but it's not worth doing.
  26. I think the “float” value in the component settings should increase by “0.1” when the arrow keys are pressed. Currently, it increases by “1.0”.
  27. Hi Josh! I went inside the documentation and I saw there is a whole section about Steamworks which is absolutely fantastic. I wonder since I'm new.. how to actually export a game? If I were to participate in the the gamejam I realized I wouldn't know what to click. this brings me to my second point: Can Leadwerks target also HTML5 games like Poki, CrazyGames etc platforms? I went to check Poki https://developers.poki.com/share And they have a massive list of game engines but not Leadwerks. Poki alone has 90.000.000 monthly players and I wonder if one could build games in Leadwerks and ship them as web-games / mobile games? lately YT is pushing quite a lot of videos about web devs and in the comments people are really curious and ask all sorts of information about them. although web-games / mobile have a certain look to them for sure which is.. not my cup of tea... they all crave one thing: make games fast! Where do you think Leadwerks could fit into this or if maybe this game dev branch is not what you'd like your engine to be associated with it? Thanks
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