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Posted

1.0.0

  • Update to lua executables to fix import command not working
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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

Updated Lua executables and C++ libs.

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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

Fix is available now for this issue:

 

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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

Updated to OpenVR 2.7.1. New DLL is required. Not tested yet.

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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

  • All Lua scripts are updated to work with the definition file generation system.
  • Added close delay to door scripts (Lua only)
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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

  • Updated Lua scripts with some missing in/out declarations on some functions.
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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

Updated C++ components to work with auto-generated definition files. I might have missed some properties, but it is a good first pass.

This means if you modify the stock C++ components, your new properties and methods will appear in the editor.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

C++ header files must now have the comment "Component" after the class declaration, in order for them to trigger a definition file to be written. This prevents base classes that are not meant to be used in the editor from creating a definition file.

class Relay : public BaseComponent//Component
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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

  • Classes derived from the Entity class are now declared with virtual inheritance.
  • Library and Lua executables are updated.

If you have any problems compiling, update to the latest version of Visual Studio, 17.14.11 (thanks @Dreikblack)

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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

In previous builds, you had to define a C++ component name in the constructer, like this:

Mover::Mover()
{
	name = "Mover";
}

Specifying the class name like this is no longer necessary. The system will now use the object type ID to figure out the name.

All virtual inheritance in class declarations are now removed, since I don't think this is needed for anything.

Fixed a bug in the FPSGun C++ component that could start you with a random amount of loaded ammo in the gun.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

In this build of the editor, when a material is generated, if no metalness texture is present then the material metalness value will be set to 0, while the blue channel of the rough / metal texture will still by 255 (full bright). So if no metal texture is present, the material will be assumed to have zero metalness, but still allow you to adjust the material metal value to make it more metallic if you want to.

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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

  • Added missing Scene:GetEntity definition method to Lua syntax highlighting.
  • Component is now using virtual inheritance from Object class.
  • Corrected the case of one include file.
  • Added Lua utilities file in Scripts/Start with these functions: isnumber(), isstring(), isboolean(), isfunction(), istable(), isuserdata().
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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

Replaced File > Load Collider menu item in model editor interface with Load Static Collider and Load Dynamic Collider, for a polygon or multi-convex hull collider.

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My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

1.0.0

Fixed a bug that would cause duplicate child limbs to be saved when the Save as Model feature was used in the editor.

My job is to make tools you love, with the features you want, and performance you can't live without.

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