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0.9.6

  • Fixed some glTF files not displaying animation if no animation data in the root node (only editor is updated)
  • Added "Reset Bind Pose" feature in model editor, which has the power to save and destroy models.
  • Like 2

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Posted

0.9.6

  • More improvement to the glTF loader. Although some glTFs are still problematic, glTF files re-exported from UU3D seem very reliable, and it looks like some Khronos people are working on a tool to fix some of the problematic files. Only the editor is updated at this point.
  • Like 2

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Posted

0.9.6

  • Load Animation feature in model editor will now allow selection of multiple files, so you can add them all at once.
  • Like 2

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Posted

0.9.6

  • Fixed selection outlines in editor when DPI scaling = 100%
  • Like 3

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Posted

0.9.6

  • CurveValue and CurveAngle are back. Although these are redundant because the same can be done with Mix() I could not actually remember how, and these functions are very intuitive to me.
  • Refraction option removed from the editor for the release of 0.9.6, will be revisited.
  • Like 1
  • Upvote 1

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Posted

0.9.6

  • Project manager sync feature should work better now.
  • Like 2

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Posted

0.9.6

  • Nature pack DLC updated. A lot of mipmaps weren't calculated correctly, making objects appears darker as you get further away from them.
  • Like 2

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Posted

0.9.6

  • Added a check for valid Utf-8 encoding. In some rare situations non-valid Utf-8 encoding could cause a crash when converted to a wide string. Only the editor is updated.
  • Like 2

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Posted

0.9.6

  • Per-vertex mesh layer alignment no longer affects vertex normals, since the back-face lighting feature seems to solve the problem.
  • Some small adjustments to the project manager. Sync interface will load a lot faster.
  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6

  • Changed 2D viewport rendering to ensure compatibility with some older AMD cards.
  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6

  • Changed some order-of-initialization stuff so the problem we saw in today's video, when you are creating a new project for the first time, does not occur.
  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6

  • Added extra padding before and after a memory buffer. A magic number if written here. If a memory overwrite affects the block, these values will be modified and the error will be detected. (I did not detect any memory overwrites in the editor on my machine.)
  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6

  • Fixed major memleak in editor that was caused by World::Update never getting called, so data was just piling up.
  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6

  • Removed the padding bytes for buffer memory allocations, since they did not reveal any problems but could possibly cause problems without thorough testing.
  • Like 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6

  • Fixed problem with grossly inefficient memory usage in mesh layer visibility data.
  • Like 1

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Posted
  • Fixed slope constraints being ignored by foliage paint tool.
  • Fixed slope constraints not being loaded from map files.
  • Like 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6, on the beta / dev branch:

  • Generate imposter will now create an image for the metalness / roughness, in addition to color and normal.
  • Imposter shader now using same lighting code and matches PBR shader very closely.
  • Like 1

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Posted

0.9.6

  • Small shader adjustment. You will see the difference in the oak trees in the nature starter kit.

image.thumb.png.f07407ceadbbc6df30a9d4588dbc646a.png

  • Like 1

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Posted

0.9.6

  • Fixed mesh and LOD delete not working correctly in model editor.
  • Upvote 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6 (beta)

  • Fixed a bug where new mesh layers were generating the same random seed.
  • Upvote 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.7

  • Fixed LoadPixmap / LoadTexture bug.
  • Default directional shadow map size is now 1024x1024.
  • Updated to latest Steamworks 1.60.
  • Animation hooks are improved and will more reliably be triggered when they are supposed to.
  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.7

  • Steam timer update slowed down from 30 hz to once per second, since freezing issue seems resolved.
  • Various fixes from the bug reports forum are implemented.
  • Added missing ChangeDir command in Lua.
  • Lua string documentation updated.
  • Like 3

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.6

  • Materials can now be dragged from the asset browser onto a model in the model editor.
  • Asset browser will emit WIDGETDROP events for windows and interfaces an item is dragged onto.
  • Like 4

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.7

  • Various fixes, see bug reports forum for details.
  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

0.9.7

  • Added animation properties in model editor.
  • Like 2
  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

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