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Posted

0.9.9

Added alternative refraction model, good for water or other large flat surfaces. This is available in the material properies, and with the material commands SetRefractionModel and GetRefractionModel. Valid parameters are REFRACTION_REALISTIC (the default) and REFRACTION_SIMPLE.

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Posted

0.9.9

  • Added specular weight setting in material surface properties. You can set this to zero to eliminate all specular reflection, which can be good for very rough surfaces or for leaf planes. Don't use this with metals, or they will just appear black.
  • Renamed material.SetSpecuar to material,SetSpecularColor.
  • Added material.SetSpecularWeight / GetSpecularWeight methods.
  • Gloss is now stored in the material roughness value. Gloss is just 1.0 - roughness.
  • The Lambertian shader family is removed, but the specular-gloss shader family will continue to be supported.
  • A shader update is required.
  • Added mirror / flip texture feature in texture editor window. This became necessary when I found out Paint Shop Pro wasn't resaving some PNG files correctly!
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Posted

0.9.9

  • Added vertex wind effect. It's just a checkbox in the material general settings. Vertex alpha can be used to disable the effect on some vertices.
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Posted

The website is refreshed with the information I want to get across. Nothing there will be a surprise to anyone, it's just emphasizing the idea of Leadwerks and its usefulness for beginners and small devs, rather than just showing a lot of graphs.

https://www.leadwerks.com

The main video and some images are not final.

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Posted

The video background on the front page is updated, some new stuff and some old are shown.

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Posted

Updated video again, only new stuff, much shorter / smaller now.

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Posted

0.9.9

Update is available with all recent fixes.

Terrain tessellation / displacement equation is fixed @Alienhead You might see different results and need to adjust the material displacement values, but the results are correct now.

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Posted

0.9.9

  • Found the general cause of and fixed the occasional player-falling-through-the-floor problem.
  • Agent destination will now return the nearest point on the navmesh that he is going to, not the value that was set by the user.
  • Added some missing Lua function overloads.
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Posted

0.9.9

  • Added recent files in IDE menu.
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Posted

0.9.9

  • Several bug fixes.
  • Wind vertex effect is being temporarily removed due to problems with Nvidia drivers. This will likely be fixed by moving lighting into a deferred step and eliminating the early Z pass, since the same code is producing slight different results in the two passes on some cards.
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Posted

0.9.9

  • Small bug fixes in the editor.
  • Example FPS map no longer uses Lambertian shader family.
  • Pressing the Publish screenshot button in the standalone editor will now take you to the correct web page.
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Posted

0.9.9

This build is intended to go onto the stable branch later this week.

  • In the Steam build, the application name will be Ultra Engine.
  • Toolbars now hide buttons based on window width.
  • Removed Speaker:SetSpatialization and GetSpatialization methods. Use the speaker range instead (0 = no spatialization).
  • Added Help > Video Tutorials menu item.
  • Removed Intel Embree dependency, since it is not being used for anything yet.
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Posted

Version 0.9.9 is now on the default branch. The previous version continues to be available as an archived version.

The beta branch on Steam has been removed. A new one will be added in the near future that you will need to opt into again, if you want to use it.

The announcement and email will go out next week.

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Posted

0.9.9

Fixed a bug where start.map was always being launched, no matter what scene was open.

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Posted

0.9.9

The very heavy SSAO effect is toned down now.

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Posted

0.9.9

Fix to make the 3D grid appear correctly when refraction is in use.

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Posted

0.9.9

Disabled the world grid in 3D views temporarily, since this does not work correctly when refraction is enabled and some revision of the transparency system will be necessary in order to get this to work right.

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