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Posts posted by Josh
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I decided not to render terrain in the 2D viewports because you just see a lot of overlapping hills, and it's very hard to tell what anything is. I might consider changing that, but when it was enabled, you just see a lot of curvy lines everywhere.
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Isn't that sort of backwards? You have to paint the modifications into the paint layer, then you use the sculpt tool to roughly adjust it. Couldn't you just as easily sculpt the island, for example, and then use the height constraint to determine where the sandy textures are? I'm not understanding the major benefit.
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New patch will be uploaded tomorrow to fix this and all other recent bugs.
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I don't understand your description.
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Rick says he got it.
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It must be a missing shader. The handling could be better, but it's irrelevant to any new projects created after today.
If you just manually copy the shaders folder, you don't have to worry about overwtiting any unwanted files (it backs up any files it overwrites, but still makes me nervous playing around with users' files.)
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Already fixed for the next build, but I am documenting here that this will cause a crash.
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I uploaded the editor again this morning.
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Needs a way to adjust terrain height scale in the editor.
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Perhaps you have an Intel chip, and some code I added made it bypass the Intel graphics and render on the NVidia card.
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It's best to hold off on the post-processing effects until 3.1. Depending on how much time I have, it may just be a simple visual dialog in the editor.
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That's what I mean. If you draw text without alpha blending it appears like the shots above. Not sure how it's happening.
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GreenFlask was quite good. That was definitely the most complete playable game.
I was also glad to see extensive use of the built-in mapping tools.
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Fixed and uploaded.
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Wow, the plot keeps thickening. Apparently Microsoft can't accurately return the size of a window:
I tried adding a preprocessor define of "WINVER 6" in the code and in the project, but to no avail.
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I enjoyed both. Elemental Collapse was a good beginning to a solid game. Golden Elements had a unique gameplay mechanic with a few "oh ****" moments.
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Basically, since the Delete key is a shortcut on Windows for the delete menu item, it steals the focus. On Win7 right now, I don't even get any response with the Delete key altering properties.
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The commands are exposed to Lua:
virtual void Pause();//lua
virtual void Play();//lua
Please post an example that shows the problem.
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I believe this problem will be fixed in the next update. If there are still any issues please let me know.
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It appears that the Lua binding code is getting confused because the class and function names are the same. This is a difficult problem.
Probably the only way around it is to add another function override like this:
Plane Transform::Plane(float x, float y, float z, float d, Entity* src, Entity* dst)
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Ah, I see.
Brushes are rendering through a different pathway and they presently don't use z-sorting. However, when the map is loaded the brush geometry will be converted into models which should work as desired. Try your map in the actual game and see what the result is.
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This report is incomplete. I'm not going to spend time trying to guess and recreate what I think your specific situation might be.
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I notice the lightning isn't casting a shadow, and I think it would add a more dramatic effect if it did.
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Because I don't need VS auto-creating files for me who knows where.
Hinge joints never comes to rest
in Leadwerks Engine Bug Reports
Posted
Those two issues are completely unrelated, since the character controller does not use the physics simulator.
I did quite a lot of additional modifications to the controller for tomorrow's update. Let me know if you have problems after that.