Jump to content

Recommended Posts

Posted

Finally fixed blurry font rendering on sprites. Text is much clearer now.

Before:

before.png.6f0e95793f2ab0ecd1d1851ca5cd4ef8.png

After:

after.png.3c73072915b8522f9546772de20e0562.png

  • Like 2
  • Thanks 2

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

Posted
  • Added Joint::GetMaxForce and GetMaxTorque
  • Fixed Joint::SetMaxForce bug
  • Thanks 2

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

Posted
  • Added brush texture mapping scale setting in general options.
  • Fixed some events not being detected.
  • Like 1
  • Thanks 1
  • Upvote 1

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

Posted
  • Added executables and scripts to Lua template folder. Haven't tested these much yet.
  • Like 3
  • Thanks 1

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

Posted
  • Lots of functionality added in the Lua API. Not complete, but I have worked through to the Light class in the documentation.
  • Like 3
  • Thanks 1
  • Upvote 1

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

Posted

Update Lua template executables, functionality is complete up through the terrain class in the documentation.

  • Like 3
  • Thanks 1

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

Posted
  • Updated C++ library to fix GetEntity() returning NULL in Start method.
  • Lua executables updated, support is finished for all classes in docs up through GamePad.
  • Like 4
  • Thanks 1
  • Upvote 1

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

Posted
  • Updated Lua executables and C++ library.
  • Added Framebuffer::GetCaptures
  • Removed World::GetFrameCaptures
  • All Lua documentation finished and working up through the "Graphics" category.
  • Like 2
  • Thanks 1

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

Posted

Updated Lua executables with finished Lua API bindings. Lua docs are done.

  • Like 4
  • Thanks 1

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

Posted
  • Removed the left-side object bar in the editor. There's no longer any "select mode" buttons in the editor workflow that need to be quickly accessed, and this interface element isn't terribly useful anymore.
  • Toolbar tools order changed. For some reason it looks so much better with the vertex button before the face tool button.
  • Like 1
  • Thanks 1
  • Upvote 1

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

Posted
  • Asset editor convex decomposition tool moved into separate window.
  • Removed "Utilities" tab in asset editor when model is opened.
  • Fixed bug where status bar hide state wasn't being remembered between sessions.
  • Like 1
  • Thanks 1

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

Posted

Added file type blacklist option. By default this will prevent .meta files from appearing in the asset browser.

  • Like 1
  • Thanks 1

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

Posted
  • Fixed project creation in editor project manager.
  • Project manager now remembers last used template.
  • Like 1
  • Thanks 1

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

Posted

Made some fixes to the project manager sync functionality.

  • Like 2
  • Thanks 1

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

Posted

Updated editor and C++ library with changed brush texture mapping calculations, other recent changes.

  • Like 2
  • Thanks 1

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

Posted

Entity components' load method will now get called in Map::Reload().

  • Like 1
  • Thanks 2

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

Posted
  • Finalizing the location of program icon files.
  • Disappearing viewport issue might be slightly better than the latest aggregation.
  • Like 2
  • Thanks 1

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

Posted
  • Fixed GUI scaling problems in checkbox buttons, sliders, and property grid group headers.
  • Fixed scaling bug in face and terrain panels
  • Fixed scale factor being ignored in split panel orientation switching
  • Eliminated a lot of extra paint events, might feel snappier now
  • Like 1
  • Thanks 1
  • Upvote 1

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

Posted
  • Default orthographic viewport zoom now takes DPI scale into account.
  • Thanks 1

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

Posted

Editor updated with fix for error that was only being detected on AMD cards.

  • Thanks 3

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

Posted
  • Updated static library and Lua binaries.
  • Updated preview.exe
  • Removed UPX compression from editor and preview executables, to prevent antivirus false alarms.
  • Like 1
  • Thanks 4

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

Posted

Fixed the mem barrier issue seen in this image:

 

  • Thanks 1

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

Guest
This topic is now closed to further replies.
×
×
  • Create New...