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Josh

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  1. This is currently not a supported feature, but I am not opposed to adding it. It will just require a little extra care because Ultra has a lot more options when it comes to image handling.
  2. Josh

    Multiple Sublayers

    The main idea of the new foliage system is that multiple sub-layers can be used to randomly choose different models to place for each instance. This allows you to automatically paint a variety of objects onto the scene, without them overlapping.
  3. z coordinate is the distance in front of the camera.
  4. Yes, I always forget which is which. Maybe these should be ScreenToWorld and WorldToScreen?
  5. Josh

    Testing Foliage System

    Weird but cool screenshot that appeared during testing...
  6. Use this overload: void AddHook(const HookID id, void (*hook)(std::shared_ptr<Object> source, std::shared_ptr<Object> extra), std::shared_ptr<Object> extra = nullptr);
  7. I have been waiting a long time for this. From this point things will progress rapidly.
  8. Apparently this requires a closed mesh: https://github.com/melax/sandbox/issues/5#issuecomment-2069836452
  9. Fixed rotation mouse tool acting wrong No longer using SPIR-V for terrain shaders, as there was some inconsistent behavior between the shaders and the compiled binaries.
  10. Drag to select functionality should be 100% accurate now and working correctly.
  11. Drag-to-select-area functionality is back, now plays nicely with all mouse tools. Fixed bad brush picking behavior.
  12. Fixed vertex and face tools, which could get weird results that did not align to the current mouse position. Vertex and mouse tools now display the up/down mouse cursor when Alt key is pressed. For now, I will keep the trenchbroom-style controls for these two tools.
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