All Activity
- Yesterday
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louis joined the community
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Josh started following Collision error in eight-sided cylinder figure. , Door Enabled Set to False Has No Effect , Leadwerks 5.1 demo scene and 1 other
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The problem is the "enabled" value was not being evaluated in the scene loading code. This will be fixed when the next build on the beta branch goes up.
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Sorry for the delay, there were many bug reports to get through. The entity emission color only works with a material that uses emission. Here is the corrected scene. test.zip
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Another nice example https://mihaiionita.artstation.com/projects/lxOQDJ
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This is what I want to do in Leadwerks 5.1. Scene from Ghost Recon: https://iuliu-cosmin-oniscu.medium.com/death-stranding-level-design-tropes-22d156f9309
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5.0.2 beta Added new method Entity:SetPlayerSize, for adjusting player physics. The parameters are radius, height, and step height. Default values are 0.4, 1.8, and 0.51.
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Sorry, it's not a mistake, apparently I'm confused with the orange texture of a grille, everything seems fine. Although looking at the first images it seems that it did run, now the bug does not appear.
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5.0.2 beta Noticed some brush faces were being UV mapped backwards on the U axis by default! This has been fixed.
- Last week
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Please upload your map. I tried to produce this error but couldn't. uvtest.zip
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Already reported and fixed in 5.0.2.
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All prizes are shipped and tracking numbers are sent for the packages.
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Yue started following Bugt UV Textures Brush Editor. and Collision error in eight-sided cylinder figure.
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The character with Entity:SetInput at some point passes through the floor. video Here: https://discord.com/channels/1175951843118031049/1175951843612954786/1471303816593936659
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The error occurs when I place the texture in the map editor, but when I launch the game, the UVs shift. This happens if the brush is scaled in the map editor, and even though it looks fine in the editor, when I launch the game, the UVs shift.
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5.0.2 Full engine update is available, revises prefab behavior when maps are loaded.
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Prefabs Not Working As Expected
Monkey Frog Studio replied to Monkey Frog Studio's topic in Bug Reports
Hi Josh. This looks to be working perfectly so far! Thanks for this! In my opinion, this really elevates prefabs! -
Update is available now.
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Okay, I figured it out and will have a fix in the morning for you.
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Prefabs Not Working As Expected
Monkey Frog Studio replied to Monkey Frog Studio's topic in Bug Reports
Thanks for doing this so quickly. It's mostly working as expected now. Still, one issue. I'll try to detail the steps: 1 - Start new, add a brush for the floor and a barrel or two on the floor, parent then to the brush/floor, then save as a prefab. 2 - Start another new map and drag in the previously created prefab. Press SHIFT and drag from the prefab in a viewport to create a few duplicates to place around. Then save your new map. 3 - Open the original prefab and move the barrels around and save. 4 - Open the map that contains the two or three prefabs and you'll see that the barrels have moved (good!). 5 - Open the original prefab again and this time add a new object to it (like a crate). Make sure the new object is properly parented and save. 6 - Open the map with the two or three prefabs in it and you'll see the first initially placed prefab shows the new object, but the others (the ones duplicated) do not. You have to select and move each of the duplicate prefabs to get the new object to show up. -
SBG_ joined the community
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Josh started following Carve crashes Editor and LUA - line comment vs. block comment
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This is fairly difficult to parse due to all the possible scenarios that can occur. Not sure yet what the best way to proceed...
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Feature is now finished in 5.0.2.
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5.0.2 beta Added the same functionality to the rotate and scale tools, which were much easier to handle. The feature should be finished now, please let me know if you find any problems.
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First pass at this feature is now available:
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5.0.2 beta My first pass at the modification @Monkey Frog Studio suggested is now available on the beta branch. It will hopefully work in an intuitive way. Prefab subobject orientations will now be loaded from the original prefab file each time the scene is loaded. Only the translate mouse tool is updated at this time. It will not allow movement if only a prefab subobject is selected. The rotation and scale tools have not been updated. Only the editor is updated at this time.
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I am working on this now. I have to figure out how to figure out to handle the mouse tools when a prefab limb is selected...
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Earlier builds of the editor probably would have crashed on this operation. The current build of 5.0.2 on the beta branch doesn't produce a great result, but it does not crash when I select both interior objects and use them to carve the box. I think this type of geometry is too complex for boolean operations to work reliably, but I believe the primary problem is already fixed on the beta branch.