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Josh

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  1. I believe I have the duplicate LOD problem fixed. Update will be available tomorrow. Please try the changes then and let me know if it needs improvement.
  2. Ah, I see, you are using the mesh reduction feature to add new LODs. Okay, the ways errors are handled was very difficult to figure out. There can potentially be multiple errors that occur in a process, like if you load a scene that is missing a lot of files. There are also errors that can occur where it's important to know they happened, but you don't really want to interrupt the workflow. Making the console show a highlighting item and automatically show the console and switch to the error list was the method I came up with that was both highly visible, but didn't stop the user's workflow. One change I am making to this right now, is that if any of the program child windows are maximized, they will get "restored" back to their non-maximized that. This will prevent a child window from covering the console, most of the time.
  3. 5.0.2 beta A couple more small fixes in the editor.
  4. I don't even see anything here except the load / delete message. We're talking about the File > Load LOD feature, right? I am adding an error message for this now...
  5. How else do you suggest this should work? It's a field with three values. Do you mean that the labels shown should say "1", "2", and "3" instead of X, Y, Z?
  6. Looking into this now...
  7. Okay, I believe I have it sorted out now. Stay tuned for the next update.
  8. Does that make sense?
  9. I don't think you even need a second monitor. If you just move the main window to the right of the screen, the world settings window will get offset more and more to the left...
  10. Okay, I think it has to do with ClientCoords when the main window is on the second screen. You can run this code in the console to try it: win = CreateWindow("TEST", 0, 0, 1024, 768, program.window, WINDOW_CLIENTCOORDS | WINDOW_TITLEBAR) If you remove WINDOW_CLIENTCOORDS then it works fine.
  11. By George, you are right!
  12. Is there anything else I am missing? We're just talking about the object orientation right? These things literally feel like this to me:
  13. Moving in the game is no problem, I am talking about moving the object in the editor.
  14. Uhhhh, what? That sounds like two contradictary things: Prefab sob-object orientations should be unique, stored in the scene. You move a sub-object of a prefab in the editor and it stays moved. Prefab sub-object orientations should always be the same relative to the parent in the prefab hierarchy, and changes to the prefab file should show when a scene is loaded. You have to choose one or the other. Currently, the first is what the editor does.
  15. I can't watch a 15 minute video. I think I got the point of what you are saying, you want changes to subobject orientations to be reflected in the scene. I kind of agree, but before I make such a change I need to inquire with the community and my own artists, to ensure they don't have an argument why the opposite should be true.
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