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Josh

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  1. 5.0.1 beta Fixed some JSON definition files for the C++ template that did not have "auto-generated" set to true, so they would not get updated automatically if the C++ code changes.
  2. This is the bug reports forum for Leadwerks Game Engine, but I will answer your question here. Currently, the new version 1.4 beta is on the default branch on Steam. You can opt into the archived version 1.3.11 by right-clicking on the app in the Steam interface, selecting the Properties menu, and then select the Betas tab on the left. Version 1.3.11 seems to be the most stable, and it seems that perhaps later updates in the source code repo might have introduced some graphical problems. I located the point in the code history that corresponds with 1.3.11 and will use that as my starting point from here on out.
  3. It's a feature. When you save a Lua file the editor detects the change and updates the entity definition file that goes with it, which is a JSON file in the /Entity Definitions folder.
  4. It's the alpha value of the fog color.
  5. The crash you are describing is fixed in 5.0.1, if you opt into the beta branch in the application properties in the Steam interface.
  6. 5.0.1 beta This update rolls back the always-precompile change I made. I think this will require more time to be done properly.
  7. I would probably make the buttons bigger, and square. But it does not look bad.
  8. Slightly related, I would like to be able to select a camera to render the view from, in the render screenshot interface. Or maybe this could be achieved with @Caronte3D's suggestion. That way we could place a camera for screenshots, go around editing the level, and keep taking screenshots from the exact same position.
  9. Wow, your Leadwerks looks cool! I kind of like the idea, but I also think it would be hard to do without breaking the visual continuity of the UI. Some image buttons might be nice, but it's also hard to design something that looks right and doesn't stick out in a really weird way. Usually when I am designing stuff like this I will make a mockup of the interface in Paint Shop Pro and figure out how it should look before I write any code.
  10. Thanks for your suggestion! I think I can add a callback in the load function to prevent this and maybe display a progress indicator in the status bar.
  11. FYI, I think precompiling all shaders, many of which never get used by the program, will introduce a big delay at load time on some cards. I'm going to back off of this idea and consider shader binaries stored on the user's machine. This is kind of messy though because you have to account for file changes and different GPUs being swapped out, so it will require a lot of testing.
  12. Shader fixed, that was very easy.
  13. 5.0.1 beta Whole engine is updated to precompile shaders now, I'm going to see about that vertex shader fix now...
  14. 5.0.1 beta Editor will now compile all shaders as soon as they go to the GPU, instead of waiting until they are about to be used. Editor starts in 2.3 secinds instead of 1.8, but there's no delay now when you enable tessellation on a material, for example. There is a compile error on one of the vertex shader variations right now, will fix. This will get extended to the engine soon.
  15. The editor now and the rest of the engine in the next update will precompile all shaders.
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