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5.0.1 beta Fixed some JSON definition files for the C++ template that did not have "auto-generated" set to true, so they would not get updated automatically if the C++ code changes.
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Thanks for the help
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Josh started following Textures/Map Disappearing for scp cb
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This is the bug reports forum for Leadwerks Game Engine, but I will answer your question here. Currently, the new version 1.4 beta is on the default branch on Steam. You can opt into the archived version 1.3.11 by right-clicking on the app in the Steam interface, selecting the Properties menu, and then select the Betas tab on the left. Version 1.3.11 seems to be the most stable, and it seems that perhaps later updates in the source code repo might have introduced some graphical problems. I located the point in the code history that corresponds with 1.3.11 and will use that as my starting point from here on out.
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Memeking started following Textures/Map Disappearing for scp cb
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Strange bug happens when I'm walking or turning around the textures/map disappear or flicker also with a grand fps drop. if it is important my specs of my pc are RTX 3060 ti 16 gigabytes of ddr4 ram Ryzen 5500 Quick note if i reported a bug for SCP CB in the wrong place please let me know
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Memeking joined the community
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Josh started following Camera::SetFogDensity and Very minor error
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It's a feature. When you save a Lua file the editor detects the change and updates the entity definition file that goes with it, which is a JSON file in the /Entity Definitions folder.
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It's the alpha value of the fog color.
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PittFan joined the community
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Assets/Downloads panel goes dark colour instead of showing asset details
Josh replied to CyberMick's topic in Bug Reports
The crash you are describing is fixed in 5.0.1, if you opt into the beta branch in the application properties in the Steam interface. -
YuNii changed their profile photo
- Yesterday
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It hasn't been very predictable in when it fails to load and does not seem to be targetting any particular group of assets either. I did have a crash to desktop while browsing the Skyboxes group just now when testing the issue. I was perhaps testing quite quickly though, which is probably not how a regular user of the assets downloads would be using it though.
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Fang2112 joined the community
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dapio009 joined the community
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yurembo started following Very minor error
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RenWils changed their profile photo
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5.0.1 beta This update rolls back the always-precompile change I made. I think this will require more time to be done properly.
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Qulex3 started following Camera::SetFogDensity
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Terrain - Buttons Instead of Dropdown Menu
Monkey Frog Studio replied to Monkey Frog Studio's topic in Suggestion Box
For me, usability trumps design, though both are important. If I'm going to spend all day in an editor, I want to be able to quickly access my tools. It's why I have buttons for turning on/off grid snapping, rotation snapping, adding lights, etc. One-click access. -
Terrain - Buttons Instead of Dropdown Menu
Josh replied to Monkey Frog Studio's topic in Suggestion Box
I would probably make the buttons bigger, and square. But it does not look bad. -
Terrain - Buttons Instead of Dropdown Menu
Monkey Frog Studio replied to Monkey Frog Studio's topic in Suggestion Box
Hi Josh, Glad you like my UI colors. I think there's a way to do this without breaking the continuity of the UI. I've attached two images: 1) is my current UI (I've added a few buttons) and 2) is the terrain dropdown replaced with buttons. I didn't make new buttons for this quick example, but it should still get the point across. For me, the idea is that the end-user is going to spend a lot of time in the editor. The less mouse-clicks needed to do things is going to make it easier and a more enjoyable experience. Dropdown menus, by their very nature, add an additional click. It's why I've added most of the stuff from the 'creation' dropdown as buttons to my UI. I can just click and go. Much faster than click, scan the drown down, find the button there, click ... -
that would be awesome, thank you
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Caronte3D started following Bug editing models...
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Steps to reproduce the bug: Add a model to the scene, then later edit the model because you want it to have a collider. Save the model. Now if you move the model on the scene, you can see another one on the original position, but not selectable, also, not show in play mode. To get rid of that dummy model, you need to save and load the map again.
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Trainspotterjerry joined the community
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Slightly related, I would like to be able to select a camera to render the view from, in the render screenshot interface. Or maybe this could be achieved with @Caronte3D's suggestion. That way we could place a camera for screenshots, go around editing the level, and keep taking screenshots from the exact same position.
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Terrain - Buttons Instead of Dropdown Menu
Josh replied to Monkey Frog Studio's topic in Suggestion Box
Wow, your Leadwerks looks cool! I kind of like the idea, but I also think it would be hard to do without breaking the visual continuity of the UI. Some image buttons might be nice, but it's also hard to design something that looks right and doesn't stick out in a really weird way. Usually when I am designing stuff like this I will make a mockup of the interface in Paint Shop Pro and figure out how it should look before I write any code. -
Thanks for your suggestion! I think I can add a callback in the load function to prevent this and maybe display a progress indicator in the status bar.
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SirBeslic joined the community
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The editor hanging and becoming unresponsive while things are loading it sometimes feels like a lock out, as a Sketchup user you'd think I'd be used to it, but Leadwerks feels a little worse, maybe some sort of progress indication? It's not all the time just tasks that normally take time System is a Ryzen 5 4000 series, 16ram, GTX1650, it'll run most engines just fine, Unreal is the only engine that kills it lol
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I have Spanish keyboard (country Spain in Windows) but that characters doesn't work.
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FYI, I think precompiling all shaders, many of which never get used by the program, will introduce a big delay at load time on some cards. I'm going to back off of this idea and consider shader binaries stored on the user's machine. This is kind of messy though because you have to account for file changes and different GPUs being swapped out, so it will require a lot of testing.
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Shader fixed, that was very easy.
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5.0.1 beta Whole engine is updated to precompile shaders now, I'm going to see about that vertex shader fix now...
- Last week
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5.0.1 beta Editor will now compile all shaders as soon as they go to the GPU, instead of waiting until they are about to be used. Editor starts in 2.3 secinds instead of 1.8, but there's no delay now when you enable tessellation on a material, for example. There is a compile error on one of the vertex shader variations right now, will fix. This will get extended to the engine soon.