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Posted

0.9.9

  • The Tile class has replaced the Sprite class for 2D graphics. Some changes are necessary to make the Sprite class optimal for 3D use.
    • Added Sprite::SetSize and GetSize.
    • Sprite size can be adjusted in the editor, and works will billboard view mode.
    • Removed wireframe parameter from CreateSprite.
    • Rectangle Sprites are now always centered around their center, and Sprite::SetHandle is removed.
  • Added missing Camera::SetLighting method in Lua.
  • Added Texture::SetFilter and GetFilter.
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Posted

0.9.9

  • Added two global shader uniforms:: int TerrainID and int TerrainMaterialID. This means every shader can now access the scene terrain, if it is present. @klepto2
  • Channel packing tool is a little easier to work with now.
  • Fixed offset texture view in asset editor window.
  • Fixed terrain not updating normals when no materials applied.
  • Fixed particle view mode not being saved in scene files.
  • Only editor is updated at this time.
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Posted

0.9.9

  • Screenshot render window will now render 30 frames before capturing, to better capture auto-exposure and reprojected effects.
  • Fixed some situations where an item image could fail to load and crash the program because of an outdated cached image link.
  • Cache time for the downloads system is lowered to one hour.
  • Added "Save As" behavior in IDE.
  • Much improved tone mapping post-effect.
  • Like 2

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Posted

0.9.9

  • Fixed a bug where post-processing effect auxillary textures would not get re-created when the viewport size changes.
  • Updated SSAO effect with something more dramatic.
  • Like 1

Let's build cool stuff and have fun. :)

Posted

0.9.9

  • Sun color now includes alpha channel, for controlling the intensity of volumetric lighting.
  • DirectionalLight::SetShadowDistance accepts four values to control the stages of the cascaded shadow map.
  • Surprise! Added initial implementation of basic CPU raytracing functions, using Intel Embree. Many possibilities here..

Updating

  • Some updated shaders are needed to use the customizable cascaded shadow map partition distances, but I think the old shaders will still work with the new build.
  • C++ projects probably need a new header search path added: ($LEADWERKS)/Include/Libraries/embree/include
    • This does not appear to be required, but would probably not hurt to add
  • All projects require two DLLs, embree4.dll and tbb12.dll.
  • See Files > Project Manager and then sync your outdated projects.
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Posted

0.9.9

C++ library updated with probably finished core ray tracing API. See tutorial here:

 

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Posted

0.9.9

  • Removed the Project tab from the IDE. To finish that, I would basically have to reinvent the asset browser functionality, and I think we can live without it for the initial release.
  • Reworked the water material and shader.
  • Improvements to transparency / refraction in general. Some shaders are updated.
  • Like 2

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Posted

0.9.9

  • Removed the "3D Editor" sidebar button. I think you will find the way the UI works more intuitive.
  • Removed the xNormal ambient occlusion calculation because I don't like some aspects of it, and I plan to add my own implementation later.
  • Cubemaps will now be loaded or created with UVW clamp enabled by default.
  • Several bug fixes.
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Posted

0.9.9

  • IDE now works with DPI scaling.
  • Downloads manager now works with DPI scaling.
  • Login window now works with DPI scaling.
  • Shader and other code files will now open in IDE by default.
  • Several bug fixes.
  • Like 2
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Posted

0.9.9

  • Mouse tool menu items now use Shift + number for hotkeys.
  • Several bug fixes.
  • @klepto2 The shader definition in post-effect files is simplified. You don't have to modify existing post-effects files, as the old structure will continue to be recognized and loaded if it is present, and I see no reason to get rid of this.

Before:

{
    "posteffect":
    {
        "subpasses":
        [
            {    
                "samplers": ["PREVPASS"],
                "shader":
                {
                    "float32":
                    {
                        "fragment": "Shaders/PostEffects/Grayscale.frag"
                    }
                }
            }
        ]
    }
}

After:

{
    "posteffect":
    {
        "subpasses":
        [
            {    
                "samplers": ["PREVPASS"],
                "shader": "Shaders/PostEffects/Grayscale.frag"
            }
        ]
    }
}

 

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Posted

0.9.9

  • The IDE will now download the documentation table of contents automatically. When the user presses F1, it will find the best URL to go to based on the current word the caret is positioned in. If there are multiple possibilities, like SetPosition, then it will show a search page with that term.
  • Methods do not yet show syntax highlighting. For example entity:SetPosition will not show SetPosition as highlighted. Working on this...
  • Added right-click popup menu in IDE with cut, copy, paste items.
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Posted

0.9.9

IDE will now highlight Lua methods. This makes it very easy to see commands that are missing from the docs!

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Posted

Visual Studio redistributable is added to Leadwerks client app, good for new machines that don't yet have this installed.

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Posted

0.9.9

  • Fixed paste operation in IDE not working sometimes.
  • Fixed bug where saving component code file could cause a crash for entities with flowgraph connections.
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Posted

0.9.9

  • Made some fixes to navmesh pathfinding so monsters will correctly navigate in example FPS map.
  • Entity::EmitSound will disable spatialization if range is set to zero, otherwise spatialization will be enabled, regardless of whether the sound is mono or stereo.
  • Some sounds in the FPS demo need to have their range set to zero or they can't be heard.
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Posted

0.9.9

The FPS map on Steam is updated, setting sounds that should not be spatialized to use a range of zero, to disable spatialization. For the standalone, I plan to probably add it in the downloads system, but in the meantime here is the map file.

start.zip

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Posted

0.9.9

Fixed IDE copy and then paste to another widget (like the search field or console) pasting gibberish text.

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Posted

0.9.9

The first version of the integrated video learning system is added. You probably can't miss it. There's a setting in general options to make it not appear at startup.

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Posted

0.9.9

  • Fixed a problem where the time trackbar was jumping around when the user clicked on it while video is playing.
  • Lua builds are updated with added Terrain::GetLayerMaterial method.
  • Like 2
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Posted

0.9.9

Added the rest of the videos I have at this time. These are not the final content, but there is enough we can get an idea of the effect the in-editor video help system will have.

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Posted

0.9.9

  • Cameras in editor will now display a wire outline when selected, showing their frustum.
  • Range of cameras in viewports is increased to 2000.
  • Thanks 1

Let's build cool stuff and have fun. :)

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