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  1. Today
  2. Already reported and fixed in 5.0.2.
  3. Josh

    Winter Games 2025

    All prizes are shipped and tracking numbers are sent for the packages.
  4. The character with Entity:SetInput at some point passes through the floor. video Here: https://discord.com/channels/1175951843118031049/1175951843612954786/1471303816593936659
  5. Yesterday
  6. The error occurs when I place the texture in the map editor, but when I launch the game, the UVs shift. This happens if the brush is scaled in the map editor, and even though it looks fine in the editor, when I launch the game, the UVs shift.
  7. 5.0.2 Full engine update is available, revises prefab behavior when maps are loaded.
  8. Hi Josh. This looks to be working perfectly so far! Thanks for this! In my opinion, this really elevates prefabs!
  9. Update is available now.
  10. Okay, I figured it out and will have a fix in the morning for you.
  11. Thanks for doing this so quickly. It's mostly working as expected now. Still, one issue. I'll try to detail the steps: 1 - Start new, add a brush for the floor and a barrel or two on the floor, parent then to the brush/floor, then save as a prefab. 2 - Start another new map and drag in the previously created prefab. Press SHIFT and drag from the prefab in a viewport to create a few duplicates to place around. Then save your new map. 3 - Open the original prefab and move the barrels around and save. 4 - Open the map that contains the two or three prefabs and you'll see that the barrels have moved (good!). 5 - Open the original prefab again and this time add a new object to it (like a crate). Make sure the new object is properly parented and save. 6 - Open the map with the two or three prefabs in it and you'll see the first initially placed prefab shows the new object, but the others (the ones duplicated) do not. You have to select and move each of the duplicate prefabs to get the new object to show up.
  12. This is fairly difficult to parse due to all the possible scenarios that can occur. Not sure yet what the best way to proceed...
  13. Feature is now finished in 5.0.2.
  14. Last week
  15. 5.0.2 beta Added the same functionality to the rotate and scale tools, which were much easier to handle. The feature should be finished now, please let me know if you find any problems.
  16. First pass at this feature is now available:
  17. 5.0.2 beta My first pass at the modification @Monkey Frog Studio suggested is now available on the beta branch. It will hopefully work in an intuitive way. Prefab subobject orientations will now be loaded from the original prefab file each time the scene is loaded. Only the translate mouse tool is updated at this time. It will not allow movement if only a prefab subobject is selected. The rotation and scale tools have not been updated. Only the editor is updated at this time.
  18. I am working on this now. I have to figure out how to figure out to handle the mouse tools when a prefab limb is selected...
  19. Earlier builds of the editor probably would have crashed on this operation. The current build of 5.0.2 on the beta branch doesn't produce a great result, but it does not crash when I select both interior objects and use them to carve the box. I think this type of geometry is too complex for boolean operations to work reliably, but I believe the primary problem is already fixed on the beta branch.
  20. These changes are now available on the beta branch. You will need to sync your project to get the updated files. If you have the project set to never copy .lua files, they won't get updated. The one remaining issue is that if you enable jump while crouching, the player can get pushed up or out of objects. This could be prevented if I add an extra convex cast when the vertical speed is greater than zero. FPSPlayer.lua
  21. It looks like this can happen, under some circumstances. The problem is that the player's height gets smaller when crouched, and the stepping-up behavior can get activated if they intersect the ceiling fast enough, pushing them up. A temporary solution is to disable jumping when crouched. I have added this to the Lua script. Here is the fix: running = entity->GetCrouched() == false and window->KeyDown(KEY_SHIFT); This seems to be working fine, in C++ at least: if (running) { speed *= 2.0f; } else if (crouched) { speed *= 0.5f; } However, this was not working with Lua, so I fixed it. Here is the scene I am testing with: FPSTest.zip
  22. I can't produce any error. There is a one-frame delay before the hat is attached to the model, when the program starts, but after that it looks perfectly stable. #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Leadwerks", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(0, 2, -8); //Create light auto light = CreateBoxLight(world); light->SetRotation(45, 35, 0); light->SetRange(-10, 10); //Model by PixelMannen //https://opengameart.org/content/fox-and-shiba auto model = LoadModel(world, "https://github.com/Leadwerks/Documentation/raw/master/Assets/Models/Characters/Fox.glb"); model->SetScale(0.05); model->Animate(1); model->SetRotation(0, -90, 0); model->SetPhysicsMode(PHYSICS_PLAYER); model->SetMass(10); auto neck = model->skeleton->FindBone("b_Neck_04"); auto head = model->skeleton->FindBone("b_Head_05"); Vec3 rotation; //Model by alissvetlana //https://sketchfab.com/3d-models/hat-a7f54e87bea94730b4a1827ec1f770df auto hat = LoadModel(world, "https://github.com/Leadwerks/Documentation/raw/master/Assets/Models/Characters/hat.glb"); hat->SetScale(0.025); hat->SetPosition(-0.3, 0.4, 0); hat->Attach(model, head); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { window->SetText(model->position.y); model->SetInput(0, 0);// This is fine world->Update(); //model->SetInput(0, 0);// This is also fine camera->SetPosition(model->position); camera->Translate(0, 4, -8); world->Render(framebuffer); } return 0; }
  23. 5.0.2 beta Editor updated with some bug fixes.
  24. Nice. Thx.
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  26. I found some code that triggers this event whenever the mouse moves. This might have been in there to fix some other small issue. I will change it back, and we can just wait and see if it causes any problems with that code removed.
  27. I am using this example to test with: #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Leadwerks", 0, 0, 640, 480, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER); //Create User Interface auto ui = CreateInterface(window); //Create buttons int x = (window->ClientSize().x - 120) / 2; int y = 50; int sep = 40; auto button = CreateButton("Button", x, y, 120, 30, ui->root); while (true) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_MOUSEENTER: if (ev.source == button) { window->SetText(String(Random(100))); } break; case EVENT_WIDGETACTION: Print(ev.source->As<Widget>()->text); break; case EVENT_WINDOWCLOSE: return 0; break; } } return 0; }
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