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Josh

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  1. 5.0.2 beta Stack reserve size in new C++ projects is increased to four megabytes by default:
  2. Another option is to increase the stack reserve size in the project settings: Properties->Configuration Properties->Linker->System->Stack Reserve Size The default value is one MB. Set this value to 4194304 to change it to four MB.
  3. This has something to do with the Lua binding code being too big for the stack. When I declare this before the call to LoadScene, the program works correctly: GetLuaState(); Specifically, it's crashing in the Entity class binding code, which is probably the class with the most methods.
  4. Did you get this sorted out?
  5. 5.0.2 beta I found a new library Microsoft has for low-latency thread-safe device input that doesn't clog the event queue with thousands of events. This is exactly what we need to support gaming mice with the lowest possible latency. However, there are two downsides to it: When this is implemented, C++ projects will require the GameInput nuget package be added to them. The feature is not guaranteed to be installed on all versions of Windows. There's a redistributable you can include in your installer, but we have seen from experience users will not install it, or the install will occasionally fail, or they will disable the feature, etc. Still, the Microsoft GameInput library is the ONLY way to do what we want. Therefore we will roll this out gradually. The new project template includes the GameInput nuget package by default, but existing projects do not yet require this to compile. Window::GetMouseAxis is removed from the API, to be replaced in the future with another command. The experimental Camera::SetMouseLook feature is removed, to be implemented in the future using GameInput. The only stock script that was using Window::GetMouseAxis was the CameraControls script. That code has been updated to do away with the calls to GetMouseAxis. The idea here is to make it so new C++ projects by default will be compatible with future GameInput support, but I don't think this feature justifies the introduction of incompatibility with existing C++ projects yet. If you want to add the package to your project, just select the Tools > NuGet Package Manager > Manage Nuget Packages for Solution... menu item, search for "GameInput" and apply to the project. YOU DO NOT NEED TO DO THIS. Even when this feature is completed, you will still need to check to see if the feature is installed on the user's computer, so if you want to support high-DPI gaming mice, you will still need a fallback mode in case the feature is not supported on the user's machine. For now I strongly recommend just relying on standard mouse input (Window::GetMousePosition).
  6. The command is actually SetShadowCascadeDistance. I must fix the documentation.
  7. Newer GameInput library exists, but apparently requires installing a redistributable and I am saying no to that: https://gamedev.stackexchange.com/questions/214465/ms-gameinput-gameinputcreate-returns-e-notimpl-on-some-machines From the nuget package: GameInputRedist.zip
  8. 5.0.2 beta Update for bug report:
  9. I updated the editor and I am no longer able to cause this problem to occur.
  10. Linux is not yet supported. There's a lot of requests for Linux support, and I am an experienced Linux developer. I want to get version 5.1 out before I start adding another platform. In most cases, since your game code has its own dedicated thread to run, C++ and Lua games will run at the same speed. However if you are running a game with very demanding code, like something with hundreds of enemies, the executation speed of Lua would probably start to be to slow. By default, C++ projects are set up to use C++17. I tried changing the languiage setting in Vidual Studio to "C++23 preview" and added the macro _SILENCE_ALL_CXX20_DEPRECATION_WARNINGS, and my Leadwerks game compiled and ran with no apparent issues.
  11. I was able to produce this error after using the scrollbar:
  12. Maybe something is wrong with the scroll bar logic...although that's not actually supposed to affect the popup window.
  13. 5.0.2 beta Added program:SetViewportLayout() to editor scripting API. Start scripts will execute later in the program startup sequence now, right before the main window is shown.
  14. You probably want to resolve this with Valve before ordering anything directly from me. It's probably best to avoid making things any more complicated than they are right now.
  15. You can send the amount to the email address shown here via PayPal if you like, and I will send you a Steam key, but you might want to wait to see if this gets sorted out: https://www.leadwerks.com/contact
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