Josh Posted May 18 Posted May 18 Version 0.9.9 introduces many new features and improvements. When you start the editor, if it detects that your project was saved with a previous version of the engine, it will start in the project manager, to prevent old shaders from crashing the renderer. Click on the orange warning sign icon, which appears to indicate that the project is outdated. You will be shown a list of outdated files. Press OK to update the old files and bring your project up to date with the latest version of the engine. C++ Projects The following changes must be made to update C++ projects from version 0.9.8 to 0.9.9. Right-click on your project name in the Solution Explorer and select the Properties popup menu to open the project properties. In Configuration Properties > C/C++ > General add the following header include paths, for both the release and debug builds. $(ULTRAENGINE)\Include\Libraries\libogg\Include $(ULTRAENGINE)\Include\Libraries\Draco\src This will add support for Ogg Vorbis sound files and glTF files saved with Google Draco mesh compression. We have a new 2D drawing system that replaces the need for a 3D sprite handle parameter, In Source/Components/Weapons/FPSGun.cpp, find this line of code and comment it out (line 398 if you have not modified fhe file). //muzzlesprite->SetHandle(-muzzlespriteradius * 0.5f, -muzzlespriteradius * 0.5f); We now provide FreeImage image loading built into the engine, and the DLL plugins system is deprecated. In Source/main.cpp comment out this line of code (line 24): //auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); Quote My job is to make tools you love, with the features you want, and performance you can't live without.
khotan Posted May 24 Posted May 24 Work in standalone when only if it is included to " #include "UltraEngine.h" " from several files otherwise it doesn't work not without the header... And it doesn't work as well in launching from the gui app with Leadwerks for test, it says it is missing some prefab in wrong path .... Quote
Josh Posted May 25 Author Posted May 25 1 hour ago, khotan said: Work in standalone when only if it is included to " #include "UltraEngine.h" " from several files otherwise it doesn't work not without the header... And it doesn't work as well in launching from the gui app with Leadwerks for test, it says it is missing some prefab in wrong path .... You might need to change the name of the precompiled header in the project settings, but I think either UltraEngine.h or Leadwerks.h will work. Can you upload a C++ project that is not working, so I can take a look at it? I tested this by creating a new C++ project in 0.9.8 and then making it compile with 0.9.9. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
khotan Posted May 27 Posted May 27 It works as standalone et compile fine too but in Leadwerks app doesn't launch correctly... Here the zip of C++ project. FPS_Test.zip Quote
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