Josh Posted September 30 Author Posted September 30 Vegetaion system now working with undo/redo system. Probably needs some more testing, but I got it done within the time I said it would take. That means the current build might be the finished 5.0 version... 4 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted October 3 Author Posted October 3 Fixed visual artifact that appeared on terrain edges. 2 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted October 3 Author Posted October 3 Fixed error in point light projection. Point light shadows will be much more accurate now. 2 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted October 7 Author Posted October 7 Update to the editor with a few bug fixes. 2 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted October 7 Author Posted October 7 Updated the SSAO effect. It looks super clean. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted October 9 Author Posted October 9 Some small fixes to the C++ game template: VSync wasn't actually being disabled when unchecked in the game menu. FPS weapon was shooting in response to mouse clicks in the game menu. This is fixed. 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted Friday at 06:03 PM Author Posted Friday at 06:03 PM The game menu system will now allow you to specify some post-processing effects as enabled by default, if its the game's first run and no settings file is found. I enabled bloom and SSAO by default. ACES tone mapping is now included in the lighting code by default, and the tone mapping post-processing effect is removed. In practice, I have never seen a reason not to use it. Making it a separate post-processing effect required an extra full-screen pass that was wasteful, when its just a simple multiplication operation. Some color precision was previously being lost. It makes the renderer look a lot better by default, with no post-processing effects. If you don't want this for any reason, you can comment out the line in PBR/Fragment.glsl (line 480), but it looks a lot better with. If you have the tone mapping post-effect applied in an existing project, you should remove it, since you would be applying the same effect twice The Windows key is no longer disabled. 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted 20 hours ago Author Posted 20 hours ago Fixed a few bugs I found today in the editor Also updated the SlidingDoor and SwingingDoor Lua scripts. 2 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted 17 hours ago Author Posted 17 hours ago Update fixes game menu not correctly setting post-processing effects, Lua projects only. 2 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted 6 minutes ago Author Posted 6 minutes ago The last lesson in the Crash Course tutorial series is updated. It now just focuses on adding scripts, adjusting properties, and using the flowgraph, without actually going into any code (saving that for the programming series). https://www.leadwerks.com/learn/entityscripts My job is to make tools you love, with the features you want, and performance you can't live without.
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