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Yue started following Attach Bone possible bug
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I don't know how to explain this, but everything points to it having to do with the SetInput update. A mesh is positioned on the controller and follows it, and the mesh detaches in falling movements, depending on whether the update comes before or after the render. Now, when attaching a mesh to a specific bone, in my case the head bone, the same thing happens. but if I put it before the render, the helmet is not delayed in free fall, but the entire mesh is delayed from the SetInput controller. I found a solution to this that doesn't make much sense but works for me. If you use bone:SetScale in the main loop. boneHead:SetScale(1,1,1) boneBack:SetScale(1,1,1) everything works perfectly and behaves as I really expect it to.
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MaryJane joined the community
- Yesterday
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Josh started following After i convert my 3D model from glb to mdl Eye texture is blueish green
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After i convert my 3D model from glb to mdl Eye texture is blueish green
Josh replied to Alexandermp's topic in Bug Reports
We will need the file in order to test this, please. -
Larisagot joined the community
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Igrom joined the community
- Last week
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mike Waynme joined the community
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DirkCastanova joined the community
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hammjihi joined the community
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sapph1ren joined the community
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Qulex3 started following seasunset02
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AndyGFX started following CAMERAS in scene ... ( set name | active )
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[1] When you have one camera in scene then is possible rename camera in inspector. But when you add second camera to scene and name is changed on second camera too, from this moment you can't rename any cameras in inspector. EDIT: Try delete first chars from entity name and pres ENTER => name is not changed, but when you add char at end, then name is changed. Looks like name is change only if char is added, but not when is any deleted. [2] When you have i.e. 2 cameras in scene, then first added camera is MAIN (it's OK), but when this camera is set to hidden in inspector, then second added camera is not automaticaly activated for projection after run map. I tried this fix in script but ... local entities = game.world:GetEntities() for n = 1, #entities do print(entities[n].name) if entities[n].name == "DebugCamera" then print("DEBUG camera exist ...") entities[n]:SetProjectionMode(PROJECTION_PERSPECTIVE) end if entities[n].name == "Camera" then print("MAIN camera exist ...") entities[n]:SetProjectionMode(PROJECTION_NONE) end end ... vhere n is ID to second camera, script crash with error attempt to call a nil value (method 'SetProjectionMode')
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Josh started following Multiple CAMERA in scene ... and Upgrading C++ projects from 5.0.1 to 5.0.2
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5.0.2 makes some changes to C++ projects, for good reason. To update C++ projects to the 5.0.2 beta, make these changes: Set Linker > System > Stack Reserve Size to 4194304. Add GameInput library via nuget Sync the project to get the Newton DLLs
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I will assume this is fixed unless you tell me otherwise. Thank you.
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You can opt into the beta version here:
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Please keep your eyes open for any action you can take that allows you to reliably reproduce the error. There's no way to debug the problem unless I can produce the behavior.
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5.0.2 beta Fixed a bug that caused terrain to be hidden in the render screenshot tool.
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You can use camera:SetHidden(true) to hide / show different cameras. A hidden camera will not be shown. You can also use camera:SetProjectionMode() with PROJECTION_NONE to disable rendering of that camera. This method is better for fast switching between cameras, but will keep directional light shadow data in memory. Hiding the camera will dump all directional light shadow data, and require it to be recreated when the camera is shown again.
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AndyGFX started following Code Editor and Multiple CAMERA in scene ...
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... how switch between camera entities in scene. I can't find any command in world class or map class for set mainCamera.
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I have instaled: Gideros Debugger, yes is from devCAT. https://github.com/devcat-studio/VSCodeLuaDebug/blob/master/Extension/README.md
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@AndyGFX, what an extension for lua do you use in VS Code? I use devCat and it's bad at debugging. Leadwerks text editor is good at debugging.
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A few minutes ago a had situation when all default key shortcuts are OK, and now not. Strange behaviour ... but for me VS CODE is best solution with LE extension instaled, becuase debuger works from VS CODE too. Only one problem I see ... when build-in editor is opened, and lua code is changed from external editor, changes are not updated in opened editor window. Editor don't react on text file changes.
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This one isn't programmed into the IDE because I didn't know it existed. All the others work fine for me, with one or multiple tabs open.
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I have standard WIN 10 instaltion with keyboard layout -> English (Unites states) and this shortcuts really doesn't work from day one LE instalation. I have to use VS CODE instead, because write code in build-in editor is for mouse-oriented users. I don't thik tah is problem in language setup or multiple window on screen. Selection: CHAR: [shift]+[right arrow] LINE: [shift]+[up/down arrow] LINE: [shift]+[END] WORD: [shift]+[ctrl] + [right arrow] / [shift]+[ctrl] + [left arrow] ... Copy: [ctrl]+[c] Paste: [ctrl]+[v] Cut: [ctrl]+[x] ...
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The problem is you placed a camera in the scene and added the FPS player script to this, which internally creates another camera. Use a pivot instead and it will work correctly.
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5.0.2 beta Fixed a problem with model "Convert textures to DDS" feature not working.
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Lua parser ignore block comment and when is for example commented block with properties, LE editor shows this commented properties. --[[ .. ]] -> dont disable add properties to LE entity inspector: --[[ MoveShip.integervalue = 0--"Integer value" MoveShip.floatvalue = 0.0--"Float value" MoveShip.stringvalue = ""--"String value" MoveShip.booleanvalue = false--"Boolean value" MoveShip.optionvalue = 0--"Option value" ["Option 1", "Option 2", "Option 3"] MoveShip.entityvalue = nil--"Entity value" MoveShip.pathvalue = ""--"Path value" SOUND MoveShip.vec2value = Vec2(0,0)--"Vec2 value" MoveShip.vec3value = Vec3(0,0,0)--"Vec3 value" MoveShip.vec4value = Vec4(0,0,0,0)--"Vec4 value" MoveShip.rgbvalue = Vec3(1,1,1)--"RGB value" COLOR MoveShip.rgbavalue = Vec4(1,1,1,1)--"RGBA value" COLOR ]] works only if is commented line separately: --MoveShip.integervalue = 0--"Integer value" --MoveShip.floatvalue = 0.0--"Float value" --MoveShip.stringvalue = ""--"String value" --MoveShip.booleanvalue = false--"Boolean value" --MoveShip.optionvalue = 0--"Option value" ["Option 1", "Option 2", "Option 3"] --MoveShip.entityvalue = nil--"Entity value" --MoveShip.pathvalue = ""--"Path value" SOUND --MoveShip.vec2value = Vec2(0,0)--"Vec2 value" --MoveShip.vec3value = Vec3(0,0,0)--"Vec3 value" --MoveShip.vec4value = Vec4(0,0,0,0)--"Vec4 value" --MoveShip.rgbvalue = Vec3(1,1,1)--"RGB value" COLOR --MoveShip.rgbavalue = Vec4(1,1,1,1)--"RGBA value" COLOR
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There is definitely something strange going on, continuing to test this... start.zip