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  1. Today
  2. C++ library is updated for Visual Studio 2026. This is only available on the beta branch of Leadwerks Game Engine (app 251810 on Steam). To update your existing projects, open them in Visual Studio 2026, Right-click on the project and select the "Retarget Projects" menu item. In the dialog that appears, change the platform toolset to the latest version available
  3. I'm new to Ultra Engine, so the logic for the use of E to activate a door is hidden from me, so I don't know the implementation of how the properties affect how doors operate. I'm using version 1.0.1, with the Entity Scripts doors example. I see the Enabled property, so I tried setting it to true and false during testing, but I see no difference. However, I also noticed the Static property under the General category for the door. Setting Static to true did cause the door to ignore activation using E as expected, so this is an alternative. It is more intuitive to use the Enabled properly if you want to turn a set of doors on or off based on a master switch. Some properties exposed by scripts may have obscure consequences. Could the properties processing be updated to include an optional doc string (or "hint") that can be accessed by selecting a "?" or "Info" button next to the property field if the hint text is available?
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  4. Yesterday
  5. Updated to Steamworks 1.62 (Leadwerks 251810 beta branch) The standalone system (not Steam) has gone offline. Please change your LEADWERKS environment variable to your Steam path. The default path is "C:\Program Files (x86)\Steam\steamapps\common\Leadwerks", unless you installed Leadwerks on Steam somewhere else. If you do not already have Leadwerks on Steam please contact me.
  6. Upgraded to latest version of IPB 4.x...
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  7. Greetings Creatives! More original brick textures are ready for your projects here: TXR - Brick - Seamless https://soundimage.org/txr-brick-seamless/ They're completely free to use in your projects, just like my thousands of other images, music tracks and sounds. 100% AD-FREE & COMMUNITY-SUPPORTED If you can, please consider making a small contribution to help support the site and my efforts. You can help out here: https://soundimage.org/donate/ https://soundimage.org/ogg-music-packs-2/ https://soundimage.org/ogg-game-music-mega-pack/ As always, enjoy, please stay safe and keep being creative. :-)
  8. Last week
  9. Josh

    Widget

    It works in a desktop interface. For 3D graphics, it will require more work, but it will be added at some point.
  10. Migration of Ultra Engine users on Steam to the Leadwerks app ID is underway now: https://store.steampowered.com/news/app/444570/view/569269133817940396 The standalone will no longer receive updates.
  11. Qulex3

    Widget

    I wish the corners of widget elements could be softened. I think this softening used to be possible in custom widgets, but it was later removed.
  12. https://www.leadwerks.com/learn/Widget_AddBlock?lang=cpp&nolua=1
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  13. It works. Thank you Josh!
  14. Hi, please select the Help > User Account menu item. Then try signing out and signing back in again.
  15. Hello. I can't install nothhing, what means that, I have the purchaced licence.
  16. Hi, I have started to use the editor to assemble test scenes for my project so I have now noticed some bugs and can give some suggestions for the editor. Version used: 5.0.0 from dev branch last updated 26 Oct 2025. All the models in the project are in .obj format. There seems to be a bug with entity selection. If I select an object after opening my scene, then more than one object is getting selected: Ctrl+A an one LMB click on empty area of the scene fixes it. There seems to be a bug with visualization, some objects appear filled when they have to be drawn with outlines only after the scene is opened: The pink models are room0.hull.000 and room1.hull.000, both have render layers set to 16. Ctrl+A an one LMB click on empty area of the scene fixes it. When I use Entity::SetMaterial on model entity, then the material is applied for all the models of this kind placed in the scene (just as if you'd changed the model material inside the editor). In contrast, Entity::GetMaterial will return nullptr in this case (of course, because a model can have multiple materials and different materials for different LODs). I get where this behavior comes from, but it is quite ambiguous. Maybe an Entity should not have material-related methods at all or maybe these methods must be renamed? I expect to have an ability to place into the scene two entities of the same model with different materials applied to them. Or an option to have two separate models which share the geometry but have different materials in the project. I'm not quite sure that it's possible now even through the code as I guess that a Copy method will also make a copy of mesh geometry. Decimal presentation of "Render layers" field is uncomfortable. It should have a "0b" notation or ultimately a checkbox list of predefined layers with custom user defined names. I have a custom shader that uses other camera render target output as a texture. It would be very handy for me to have some kind of a dynamic texture asset in the editor, so that I can reference it from all the materials that use this shader and then assign an actual texture to in only once during the game initialization. I also have another custom shader that uses a "variable texture" which is unique for each entity. I have no idea if common-use editor can make my life particularly easier in this case, but number 4 must definitely be addressed, so that I can at least set different materials to them without making model duplicates first. Model entity unique id is regenerated every time you make changes to the model. It's quite annoying in a small project while iterating on it and can lead to serious bugs which are hard to notice in huge projects.
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  17. They are the same product. Ultra Engine will be renamed Leadwerks 5 soon. To get the latest build follow the instructions here
  18. I'm sure I missed something, but how do I go from Ultra Engine 1.0.1 (Steam Edition) to the latest Leadwerks 5?
  19. Earlier
  20. Okay, so if you purchased Leadwerks 5 / Ultra through this site and you do not have Leadwerks on Steam please let me know. Updates on the standalone build are coming to an end soon.
  21. If you want to reverse the texture for some reason, like if the text in your image was backwards or you just want to line something up with the scene geometry.
  22. When would you typically need to use the "flip texture" function on a brush face? fnaf
  23. Added 3D spatialization tutorial series Added missing Sqrt function in Lua. Added Camera:ScreenToWorld and WorldToScreen in Lua, to replace Camera:Project and Unproject. The latter will be left in for backwards compatibility. Fixed a bug in TransformVector that affected Lua games only.
  24. Okay, the 3D spatialization series is ready now: https://www.leadwerks.com/learn/1dspace
  25. Updated and tested on my obj files that earlier failed and now it works. Thanks!
  26. Yue

    Options Menu.

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  27. Qulex3

    Publish Bug

    There's probably a line of code that's breaking the game, but I couldn't find it. I've encountered this kind of publishing issue before. When my project was still in Lua, the game wouldn't launch after publishing because of a require line.
  28. Bug fix for convex decomposition tool not working right on quad meshes.
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