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Everything posted by Josh
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Prefabs can now be dragged into the scene and saved. They will be loaded as a prefab, but child entities will probably not work correctly yet. Some bug fixes.
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If that is the case, that probably indicates some kind of error in your Blender export process, like something needs to be "baked" or something. I am not a blender expert, but their support forum might be able to help you. If you find a situation where Ultra is not loading a model that works in other third-party programs, then that would indicate a problem, and I would definitely like to see it.
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I am not sure I understand what the problem is? What is wrong in these images?
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Okay, so fortunately glTF is an open standard with support across many different programs, including Windows 3D Viewer, which is included in Windows 10 and 11. We can use this to get a second opinion and see if the glTF file is exporting correctly. When I open your .glb file in this program I see two issues. It's very big, and it looks like maybe the faces are flipped? It's difficult to investigate anything else when we know there are these issues present, so I recommend seeing if you can fix your export process from Blender first.
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App is not responding sometimes after world:Update()
Josh replied to Dreikblack's topic in Bug Reports
Okay, this was simply caused by the animation send state sort of getting out of sync when different worlds are used. Once I figured out what it was it was an easy fix. I think @Dreikblack deserves a big round of applause. -
Hi, can you upload the .blend and .glb files please?
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App is not responding sometimes after world:Update()
Josh replied to Dreikblack's topic in Bug Reports
I can see the send / receive is out of sync. Sending Wait result OK Sending Wait result OK Sending Wait result OK Sending Sending Wait result OK Wait result -
App is not responding sometimes after world:Update()
Josh replied to Dreikblack's topic in Bug Reports
Okay, I know where it is stuck. It is stopped waiting for a result from the animation thread that never comes... -
16 * 16 * 2 meshes * 2 subpasses = 1024 instances. Looks correct to me.
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Try calling camera->SetDepthPrepass(false) and don't use any lights.
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App is not responding sometimes after world:Update()
Josh replied to Dreikblack's topic in Bug Reports
Okay, it looks like there is something going on with the animation system. If I comment that out I can load and reload with no issues, many times... -
App is not responding sometimes after world:Update()
Josh replied to Dreikblack's topic in Bug Reports
It seems like it is being caused by the player model or component somehow, because this scene with just a camera works fine: start.zip -
App is not responding sometimes after world:Update()
Josh replied to Dreikblack's topic in Bug Reports
It says sometimes it is stopping in wasapi.c, something to do with the Windows audio system, but I am not convinced this is right. > Ultra Engine_d.exe!`anonymous namespace'::WasapiPlayback::mixerProc() Line 719 C++ I commented out all the sound stuff but it still happens here...investigating... -
App is not responding sometimes after world:Update()
Josh replied to Dreikblack's topic in Bug Reports
You proved me wrong, sir. -
App is not responding sometimes after world:Update()
Josh replied to Dreikblack's topic in Bug Reports
In theory it should not matter, but you are calling a C++ function that then goes back into Lua, and there might be something weird I don't know about going on there, when you have layers of interfaces between the two. It makes me nervous. I tried pausing the program during execution, but it said the program was running external code, which makes me think it is stuck in the Lua library somehow. I also tried to pause from VSCode, but it could not pause. This supports the same hypothesis. The next thing I can do is build Lua into the engine as C++ instead of a compiled library, or maybe a debug build of the Lua lib, but I don't know if being able to pause inside the Lua VM will tell me anything useful. I don't think you will be able to recreate this problem in C++. -
There is no string class in the table of contents. That page is not listed anywhere. You want the Lua string library: https://www.lua.org/pil/20.html
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Copy and paste in editor does not copy entity components
Josh replied to Josh's topic in Bug Reports
Fixed. -
Note to self...
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The shader family needs a separate set of options for when alpha masking is active. Does this solve your problem? { "shaderfamily": { "root":"Shaders/PBR.fam", "static": { "float": { "opaque": { "default": { "base": { "vertex":"Foliage/PineTree/Leaves.vert.spv" }, "depthPass": { } } }, "mask": { "default": { "base": { "vertex":"Foliage/PineTree/Leaves.vert.spv" }, "depthPass": { } } } } } } }
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I would probably create a timer and then use an event listener to check the process status every 200 milliseconds or so.
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No event is emitted, just Process::GetStatus().
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I do not know why the example in the documentation is wrong. I fixed it, thank you for pointing that out: https://github.com/UltraEngine/Documentation/blob/master/Lua/Map_Save.md It will take a few hours to re-cache in the docs system, but the link there will take you straight to the source content.
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fIXED.
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Editor saves incorrect pathes for brush textures after editing faces
Josh replied to Dreikblack's topic in Bug Reports
Here it is with a small fix. I will have an update out soon for you: "materials": [ { "displacement": [ 0.05000000074505806, -0.02500000037252903 ], "metallic": 0.0, "pickmode": true, "roughness": 1.0, "shadow": true, "texture0": "Materials/Developer/trigger.dds" } ],