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Josh

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Posts posted by Josh

  1. The error is on IntersectsPoint. I am testing it in the editor console.

    Ah, I see. There is an extra padding argument you must supply:
    aabb:IntersectsPoint(Vec3(0), 0)

    I will add an overload so this is not required.

  2. I do not know what those all are. You only need the file I linked to. Installing repackaged redistributables from a third party that "removes bloat" is highly suspicious.

    Installing Visual Studio Community Edition 2022 is also a guaranteed way to get it installed right.

  3. You do have the Lua debugger extension installed, right?: https://marketplace.visualstudio.com/items?itemName=devCAT.lua-debug

    Do you have other Lua extensions installed that might be interfering with this?

    5 hours ago, Alienhead said:

    PS: Are projects bound to the documents folder? Only thing I can think of is I use an alternative directory for projects ( I try and avoid the documents folder at all costs. )

    Projects can be created in any folder.

    This is the only mention I can find of this same error: https://stackoverflow.com/questions/76122037/how-do-i-set-up-to-run-love2d-lua-game-when-i-want-to-the-only-way-i-can-finagl

    Have you tried added a variable "program"? Do the JSON settings recognize this value, or does it show a yellow curvy underline under the word "program"?

    "program": "${workspaceFolder}/Controller_d.exe",

     

  4. I have replaced the function declaration with this code, which will handle all variations:

    "IntersectsBrush", sol::overload(
      [](Brush& b, shared_ptr<Brush> bb, std::nullptr_t, float e) { return b.IntersectsBrush(bb, nullptr, e); },
      [](Brush& b, shared_ptr<Brush> bb, shared_ptr<Face> f, float e) { return b.IntersectsBrush(bb, f, e); },
      [](Brush& b, shared_ptr<Brush> bb, std::nullptr_t) { return b.IntersectsBrush(bb, nullptr); },
      [](Brush& b, shared_ptr<Brush> bb, shared_ptr<Face> f) { return b.IntersectsBrush(bb, f); },
      [](Brush& b, shared_ptr<Brush> bb) { return b.IntersectsBrush(bb); }
    ),

    An update will be available tomorrow.

  5. I have added some commands in the API and I guess I did not update the Lua declarations to match. This is the method syntax:
    IntersectsBrush(shared_ptr<Brush> brush, shared_ptr<Face> face = NULL, const float epsilon = 0.0f)

    I am adding the required overloads now. NIL probably won't work for the face until I add the right syntax.

  6. 31 minutes ago, SpiderPig said:

    The only way I can correct it is to double the vertices where the UV Coords are different.  But of course, I get lots more vertices.

    I've never noticed it before but all models that have UV coords must have many extra vertices just to get the unique UV coords.  Unless there is something I've missed 

    This is correct. This is a common behavior in almost all game model formats. You are doing it correctly.

    32 minutes ago, SpiderPig said:

    there is a way to use the second UV Coord set?

    The second UV set is available in the .zw coordinates of the texcoord value.

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