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@SpiderPigWhat browser are you using?
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Do this:
--Create a window window = Window:Create() context = Context:Create(window) world = World:Create() camera = Camera:Create() camera:Move(0,0,-4) local light = DirectionalLight:Create() light:SetRotation(35,35,0) local parent = nil local child = nil parent = Model:Box() parent:SetColor(0.0,0.0,1.0) parent:SetMass(0) parent:SetPosition(1,0,0) --Move parent box a little bit to the right parent:SetGravityMode(false) child = Model:Box() child:SetColor(1.0,0.0,0.0) child:SetMass(1) child:SetPosition(2,0,0) child:AddTorque(10,0,0) local pos = parent:GetPosition(true) local joint = Joint:Ball(pos.x, pos.y, pos.z, child, parent) while true do if window:Closed() or window:KeyHit(Key.Escape) then return false end Time:Update() world:Update() world:Render() context:Sync() end
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I just tried it, and colors were saved, but were reversed. So now it is fixed.
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On 2/28/2015 at 3:10 PM, beo6 said:
Thanks. and sorry for the late reply.
Yes the falling through elevator is fixed. CSG Boxes with mass still float after loading the map but that is not really a problem for me.
It's a problem for me! That's why it is now fixed.
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I fixed the example in the docs, but the example I created is causing a crash, so this needs more work:
https://www.leadwerks.com/learn?page=API-Reference_Object_World_ForEachVisibleEntityDo -
Needs an example, please!
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Need an example, but I imagine this is probably solved already!
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Images lost!
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I'm going to file this one away unless there is still an issue here...
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The bloom script shows how you can test to see if the window size changed and create a new buffer if it did.
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Seems to be fixed now.
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Seems to be fixed!
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I think this was fixed in the script because I cannot produce the error.
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I attempted to recreate your situation here and it worked correctly. I think this is fixed.
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Crouch is not supported at this time.
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This is sort of difficult because the event occurs inside the folder creation code, when a new project is loaded. I am inclined to leave it alone because restructuring that would be more work than I feel is worth it for a relatively minor issue. And the fact that I will be starting on a new editor soon.
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I believe this is solved, from your other report that showed this behavior:
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Looks like this is fixed in 4.6 beta.
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I'm happy to say all three problems listed in the first post are fixed. Thank you very much for taking the time to report this with all the needed details. This will make the engine better for everyone.
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Getting a subscription for UltraEngine subscribes to UltraAppKit...
in General Discussion
Posted
It looks like everything is in order. I updated the name of the item on your account, and when your current renewal period expires it will go back to the early access $7.99 price. There are controls on the product page to cancel renewals or pre-pay for a block, and it should be very easy to use. Please let me know if anything else needs adjusting.