Jump to content

Josh

Staff
  • Posts

    26,753
  • Joined

  • Last visited

Profile Information

  • Location
    USA

Recent Profile Visitors

1,526,822 profile views

Josh's Achievements

Grand Master

Grand Master (14/14)

  • Well Followed
  • Dedicated
  • Conversation Starter
  • Reacting Well
  • Problem Solver

Recent Badges

17.1k

Reputation

1.2k

Community Answers

  1. 1 download

    This scene demonstrates how to enable seamless tessellated surfaces with displacement, for detailed surfaces like stone and brick.
  2. I have to make a decision. Either tags should be case-sensitive or they should always be converted to lower-case, in which case entity->tags will only contain lower-cased tags, and not any original capitalization that was used. Which do you prefer?
  3. There is a bug in the tag handling. I guess I can't decide if it should convert to lower case or not. In the meantime, if you use "enemy" for the tag it will work.
  4. 5.0.1 beta I recompiled the current build, with the version marked 5.0.1. It's on the beta branch and it will go onto default tomorrow. This will be the stable build that goes out right before tournament time.
  5. The mesh class has a GetMaterial and SetMaterial command.
  6. https://www.leadwerks.com/learn/Model?lang=lua https://www.leadwerks.com/learn/Lod?lang=lua mesh1 = model.lods[1],meshes[1] mesh2 = model.lods[1],meshes[2]
  7. Josh

    Flag Shader

    I plan on adding some preset vertex animation effects in 5.1. The easiest thing to do is just wait and it will be a setting in the material properties.
  8. 5.0.2 beta Adjusted the behavior of search and replace fields in script editor. Adjusted behavior of search field in project tab. Wildcards are no longer used, it just does a simple lower-case find/match for the search term.
  9. One really simple thing you can do is call camera->Sync() after the player update code. This will disable interpolation on the camera entity.
  10. It sounds like your hardware is producing different results, maybe based on power consumption or heat? Is this a laptop of a desktop? Maybe some kind of power throttling is occuring. If you have vertical sync enabled, then the framerate will just be limited to your screen refresh rate, so as long as you're that fast, there won't be any variation.
  11. It looks like this was some code to lower the weapon when you are close to a wall, but the part that would make this work is commented out.
  12. 5.0.2 beta Adjusted the behavior of typing into editable comboboxes.
  13. 5.0.2 beta Added option in general settings to not show the project name in the title bar. WASD keys can now be remapped, for users who don't have English keyboards with WASD keys in the top-left. Open the file "C:\ProgramData\Leadwerks\settings.json" and find the section called "controls". You can modify the navigation keys here. It's not the ideal user experience right now, but this is just the first step. "controls": { "back": 83, "down": 81, "forward": 87, "left": 65, "right": 68, "up": 69 },
  14. When a mesh collider is used, the object will be static. Maybe the entity collision type isn't set correctly, but it doesn't make any sense to use a box collider for this anyways. A character like this would either use the player physics mode or would be attached to a navigation agent, for enemy AI.
×
×
  • Create New...