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Posted

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...

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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

Fixed visual artifact that appeared on terrain edges.

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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

Fixed error in point light projection. Point light shadows will be much more accurate now.

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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

Update to the editor with a few bug fixes.

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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

Updated the SSAO effect. It looks super clean.

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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

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.
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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
  • 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.
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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

Fixed a few bugs I found today in the editor

Also updated the SlidingDoor and SwingingDoor Lua scripts.

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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

Update fixes game menu not correctly setting post-processing effects, Lua projects 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

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

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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

Fixed a bug in GameMenu.lua that would cause post-processing effects that were on by default to ignore the game settings file.

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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
  • Mix function can now accept a Vec2 or Vec3 value.
  • Added Tile:Turn method
  • Added LoadTile function
  • Added StepAngle function
  • Fixed bug where Tiles could not be hidden
  • Replaced MoveTowards with Step. MoveTowards will continue to work but it is removed from the documentation, and the official command is called Step. Step accepts a Vec2 or Vec3 as well.
  • Added Angle function, which is like ATan but more intuitive.
  • If you press the Render button when the image window is minimized, the image window will be restored
  • Added a link button in the video player that opens the written tutorial that goes with the video
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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

Added a popup menu that appears in the script editor log panel for saving the log text, copying to clipboard, or clearing it.

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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

Lua auto-complete will no longer show for things like then..end, do..end, etc., since I found these annoying.

I re-ran the API fetcher so the autocomplete data is in sync with the documentation.

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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

Early access is finished. Thank you to everyone who helped during testing and design.

If you have Leadwerks, you probably do not need to buy Ultra. Hang tight and everything will be worked out in a couple of weeks.

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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

These changes are now on the beta branch:

  • Terrain fragment shader now using tone mapping.
  • Some fixes to the weapons slot system in the FPSPlayer class for C++.
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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

Reduced the strength of the bloom effect. It's hard to come up with a good default setting, because it really depends on the look you want, but I think it's a good balance.

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

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