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  1. Turning/Moving the camera in the perspective viewport stopped working for some reason. It whas working fine yesterday. This is using leadwerks 4.4. The things that do work is: Panning/Zooming (scroll wheel). The things that dont work anymore: Moving (ASWD). Up/Down (QE). Panning (Arrow Keys). Is this a bug or did i accidentally change a option somewhere? (i've tried changing some options in config but no changes)
  2. Hi This is probably a noob question regarding the IDE. I had been able to open Lua scripts in the editor in the past; however, a source code window is not available. What am I missing? TIA J
  3. I have the basic scene up (just the ground (rectangular prism) and the cube). Added the character controller on. Its feet are level with the ground and I have not touched any of the player's settings. Cannot move when running the game. No errors or warnings in Debug menu either. What am I doing wrong. I tried lifting the player model above the ground and that didn't work either. Sorry I'm new.
  4. Something that at least would be useful for me is for the 'edit' button on an object's script property tab to also be able to create a new script or load a template if it is empty. I am constantly writing test code for objects and it requires me to either go back to the assets tab to create the new script or load an existing script and then save it as something else... then go back to the scene tab and that object's script tab to attach/edit the new script i just saved... etc... lots of unnecessary clicks.
  5. It would be nice to be able to dock the script editor within the main editor.
  6. I create material from water1_0.tex, i material editor i pick the water shader. After creation material, i create brush with material. i see artefact's on brush. Help!
  7. Having a key shortcut to Group and Ungroup selected CSG brushes and/or models in the editor would be a very useful feature to have. This would reduce the time spent selecting brushes that I am constantly tweaking and/or moving around especially when the map becomes more and more populated with entities. The possible key combinations would be CTRL+G for Group selected objects and CTRL+SHIFT+G to Ungroup selected group.
  8. If I sometimes work at line 494 in my script and want to create a new variable, i need to scroll to the top and then make a new one , then try to find the line 494 again, remember what I actually called the value (sometimes need to scroll up again ,ha) . I think one will know what I mean. What would be good Is a tool at the side of the script editor where you it generates values by selecting the data type, what its called and so on. Just a smaller change that I would add to all the changes that we await for the script editor.
  9. Hey everyone, I'm having an issue with the editor in general, it's insanely laggy, even when in demo mode. I'm not sure whats causing it, but any help would be appreciated.
  10. Hello, i have a problem with the physic shape i current beta. box shape is saved , polymesh not. see video at youtube the house you can find in workshop content Worn Cottages
  11. Hi, The font of the script editor is using a non-monospaced font which makes it difficult to write code. I cannot find an option anywhere to change the font, nor can I find a folder anywhere (e.g. in ~/.config) that contains configuration options. Can someone explain how to change the font? Thanks
  12. The ability to select, move, rotate, and scale vertices, faces, and edges of brushes would be a very handy tool to have in the editor. This will make creating and refining complex geometry a lot easier and intuitive than just doing (or attempting to do this) with only the carve tool. These features were in 3d World Studio, so I am hoping this feature is planned in a future update perhaps? If not, please consider. If I can create E1M1 from DOOM in the Leadwerks editor with no issues, then I will be happy, but right now, without the ability to move vertices, this task is quite hard to do with just the Carve tool.
  13. today i had problems with wrong references from prefab to the model file (wrong path) from a workshop content. the model was visible at design time and invisible at runtime!? after start there was some error messages because file not found. means this workshop contents need some verify and/or reject install.
  14. Small suggestion to make workflow faster with the object editor. In perspective view I can't see a brush, or mesh's dimensions, switching to another view is required. I suggest you display the selected objects dimensions in the editor. My second suggestion would be to able to reset the selected object's scale back to 1 1 1, but keeping it's dimensions.
  15. Hi, i'm working on ubuntu 15.04 with leadwerks 3.5 lua,c++ . on linux i can't activate Single ViewPort (i don't have an entry in View menu) and i can't resize a certain viewport . why is that ?
  16. It would be nice to be able to click on sound icons to play a sound in the Assets tab in the editor.
  17. In the perspective view, i could move in my scene and rotate the camera by holding the right mouse button but it doesn't work anymore, i see the mouse cursor disappear when trying to rotate but no rotation. I couldn't find any options that would affect this, should i re-install?
  18. When Im in the leadwerks gameengine and I want to edit a model and or material, I try and right click on the subject(material/ or model) and click edit, but nothing happens.
  19. Playing around with a script that allows the user to pick a color from the object panel to be used with a shader. Setting the initial value of the color works as expected and fills out the property panel correctly: Script.MyColor = Vec4(1,0,0,1)--Color "MyColor" But if the color property is modified via the panel, then it will return a number based on the 0-255 scale which will fail in the shader. In an attempt to work around this, I changed my initial value to: Script.MyColor = Vec4(255,0,0,255)--Color "MyColor" which results in this: which gives weird property panel results and still would be unuseable in my shader without dividing each component by 255. Since I have no viable method to determine if the color is being set by default or by the color picker, the returned color needs to be on a 0-1 scale to work properly. example script: Script.MyColor = Vec4(1,0,0,1)--Color "MyColor" function Script:Start() local color = self.MyColor System:Print(color.r..", "..color.g..", "..color.b..", "..color.a) self.entity:SetColor(color) end
  20. Default filters are not available when switching between projects. To create them you how to manually select New Map menu option. To reproduce: 1) Start LE, 2) Change to a different project, 3) Filters are not set, 4) Click New Map, 5) Filters appear.
  21. This script will crash the editor (EXCEPTION_ACCESS_VIOLATION) if attached to a pivot and dragged into the Flowgraph. TriggerDelayMapLoad.lua
  22. Carving does not work with multiple objects. Essentially it's 1 to 1 operation. You create one box and carve another box with it. If you create 10 boxes and group them together and try to carve 1 box with it then individual brushes are treated separately thus resulting in mangled results.
  23. It would be nice to have a visual hint that certain objects are grouped. There is no way to tell if something is grouped unless you select it in the perspective view. I suggest creating automatic filter in the scene tree with a unique group name e.g. "group243" whenever a new group is assigned. Along with selection of all objects under a single filter it would make the system more intuitive.
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