Josh Posted September 4 Author Posted September 4 Beta Projects now use a file called "Leadwerks.json" instead of "Ultra,json". The editor will automatically copy the Ultra.json file over if Leadwerks.json is missing, but project settings will only be saved in Leadwerks.json from now on. 1 1 Let's build cool stuff and have fun.
Josh Posted September 4 Author Posted September 4 For standalone users, the Leawerks Client app is updated. This will be backwards compatible with old versions but going forward, new updates will require this version of the client app, as the location of important files is changing, to adapt to the change to the Leadwerks app name. You can download the latest version here: https://www.leadwerks.com/files/LeadwerksClient.exe 1 1 Let's build cool stuff and have fun.
Josh Posted September 5 Author Posted September 5 Beta Added Entity::SetMassCenter command. ParticleEmitter:SetParticleRadius is replaced with SetParticleScale. Values sent to this method should be double the radius. Shader family file structure is simplified. The engine is still backwards-compatible with the old shader family format. No changes to your existing shader family files are needed, but the default files have been updated. This update requires some changes to both Lua and C++ projects. Please back up or otherwise make a copy of your project folder before proceeding. Lua Projects The path for Lua code files is changing, in prepation for future modding support (C++ projects that also support Lua). Rename the "Source" folder to "Scripts". Rename the "Scripts/Components" folder to "Scripts/Entities" You must sync the project to get the new Lua executables C++ Projects The name of the .lib files Visual Studio compiles with is changing in preparation for the final release. C++ projects must be updated to use Leadwerks.lib and Leadwerks_d.lib instead of UltraEngine.lib and UltraEngine_d.lib. Change this in the Linker settings for the project, for both Debug and Release builds: Standalone Users If you are using the standalone version (non-Steam), you can delete the following folders and files: C:\Program Files\Leadwerks\Lib\UltraEngine.lib C:\Program Files\Leadwerks\Lib\UltraEngine_d.lib C:\Program Files\Leadwerks\Templates\Languages\Lua\Source 2 1 Let's build cool stuff and have fun.
Josh Posted September 7 Author Posted September 7 Beta This update fixes an important bug whereby the Start function was not being called for C++ components. 2 1 Let's build cool stuff and have fun.
Josh Posted September 7 Author Posted September 7 Beta Some updates are made to the stock C++ component files, to make them work with the current version of the FPS example scene. Added "Flashlight on" setting for FPSPlayer Added optional sound settings for PushButton, ChangeEmission, and ChangeVisibility. PushButton will automatically change emission color to green. 3 1 Let's build cool stuff and have fun.
Josh Posted September 8 Author Posted September 8 Beta CreateTile can now accept a World instead of a Camera, so tiles can be created without a specific camera CreateInterface can now accept a World instead of a Camera, so interfaces can be created without a specific camera Added new events EVENT_WORLDUPDATE, EVENT_WORLDRENDER, EVENT_WORLDPAUSE, and EVENT_WORLDRESUME. The first two do not go into the event queue, but can be used with ListenEvent() to add hooks Display.graphics modes is now an array of iVec2s instead of iVec3s. Added default game menu, window management, and settings system in Lua project template Only Lua executables are updated at this time 2 1 Let's build cool stuff and have fun.
Josh Posted September 10 Author Posted September 10 Beta SSAO post-processing effect has been brought back under control. 4 1 Let's build cool stuff and have fun.
Josh Posted September 11 Author Posted September 11 Beta Added C++ game menu system to project template. CreateInterface() can now accept a world for the first parameter. -devmode command line parameter has been added in VS project template, for the debug configuration. This parameter will tell the game to ignore game settings and launch in windowed mode, which is easier for debugging. -devmode command line parameter has been added in VSCode launch.json file, for debug and fast debug runs. 4 1 Let's build cool stuff and have fun.
Josh Posted September 16 Author Posted September 16 Beta Editor and C++ libraries updated with bug fixes. 2 Let's build cool stuff and have fun.
Josh Posted September 16 Author Posted September 16 Beta Lua executables updated. 2 Let's build cool stuff and have fun.
Josh Posted September 17 Author Posted September 17 Beta This update makes some small adjustments to the entity properties panel. UUID field is now available in the entity properties, which you can use to retrieve a specific entity from the scene in code. In C++ API, entity->actor is a read-only copy of entity->components[0] or NULL, if no component is present. 3 1 Let's build cool stuff and have fun.
Josh Posted September 18 Author Posted September 18 Beta The JSON entity definition files the editor creates will now be located in an /Entity Definitions folder in your project. Existing files should just be copied over automatically when the editor starts. You can safely delete the JSON files that are stored in the same folder as the Lua or C++ code file, if you wish, and don't plan to revert to previous builds. Everything should work without any hitches. 2 Let's build cool stuff and have fun.
Josh Posted September 19 Author Posted September 19 Beta In documentation I am going to refer to per-object Lua scripts as "Entity Scripts" from now on. For C++ projects, the Source/Components folder is renamed to Source/Entities. The editor will prompt you to automatically fix your VS project if it detects the old path. A backup of your VS project files will be created in the /Backup folder before modifying them. 1 1 Let's build cool stuff and have fun.
Josh Posted September 19 Author Posted September 19 Beta Lua import command now treats file paths relative to the file the command is declared in, like most programming languages do. For example, if you are including a file from Scripts/Main.lua, instead of this: import("Scripts/myfile.lua") You should type this, since the file is in the same folder as Main.lua: import("myfile.lua") 2 Let's build cool stuff and have fun.
Josh Posted September 21 Author Posted September 21 Beta Removed "Scripts/Start" folder from game template, since I don't think this is really useful. Renames Scripts/Utilities folder to Scripts/Game in game template. 2 Let's build cool stuff and have fun.
Josh Posted September 23 Author Posted September 23 Beta Undo system will now restore deleted object nodes in scene tree to their correct location. 2 Let's build cool stuff and have fun.
Josh Posted September 24 Author Posted September 24 Beta Scene tree will now work correctly with undo system. Create group, move node, delete entity or group, all should be working correctly with undo/redo. 2 Let's build cool stuff and have fun.
Josh Posted September 24 Author Posted September 24 Beta Fixed problem with undo system and child orientations. 2 Let's build cool stuff and have fun.
Josh Posted September 25 Author Posted September 25 Beta Undo system now fully supported in terrain editor, not including the vegetation system. 1 Let's build cool stuff and have fun.
Josh Posted September 25 Author Posted September 25 Beta Fixed bug where undo system stopped working. 2 Let's build cool stuff and have fun.
Josh Posted September 25 Author Posted September 25 Beta Undo system now works with mirror, carve, and hollow operations. 2 Let's build cool stuff and have fun.
Josh Posted September 25 Author Posted September 25 Beta Undo system now works with face and vertex properties, not including material painting / multi-material settings. 2 Let's build cool stuff and have fun.
Josh Posted September 26 Author Posted September 26 Beta Undo system now works with brush face material painting system. 2 Let's build cool stuff and have fun.
Josh Posted September 27 Author Posted September 27 Beta Add/remove entity script now work with undo system. 2 Let's build cool stuff and have fun.
Josh Posted September 29 Author Posted September 29 Undo system now works with flowgraph editor. 2 Let's build cool stuff and have fun.
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