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  2. 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.
  3. Today
  4. It's the alpha value of the fog color.
  5. 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.
  6. Yesterday
  7. 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.
  8. I edited and saved a lua file but the output panel shows a json file.
  9. 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.
  10. I recommend adding Camera::SetFogDensity
  11. 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.
  12. I would probably make the buttons bigger, and square. But it does not look bad.
  13. 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 ...
  14. that would be awesome, thank you
  15. 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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  16. 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.
  17. 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.
  18. 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.
  19. 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
  20. I have Spanish keyboard (country Spain in Windows) but that characters doesn't work.
  21. 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.
  22. Shader fixed, that was very easy.
  23. 5.0.1 beta Whole engine is updated to precompile shaders now, I'm going to see about that vertex shader fix now...
  24. Last week
  25. 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.
  26. The editor now and the rest of the engine in the next update will precompile all shaders.
  27. 5.0.1 beta In this build, when you create a new map, the editor will select the create object mouse tool, and when you open a map file the editor will choose the Selection mouse tool.
  28. 5.0.1 beta Fixed crash in downloads manager
  29. Josh

    Engine crash

    I found the cause, and an update will be available on the beta branch soon.
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