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 Thursday at 05:22 PM Author Posted Thursday at 05:22 PM 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 2 hours ago Author Posted 2 hours ago Sliding door Lua script is updated. SlidingDoor.lua My job is to make tools you love, with the features you want, and performance you can't live without.
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