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Josh

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  1. When you say "it" do you mean the call to Entity:SetInput?
  2. Ah, okay. So when you hit enter after delete, no change in the text is detected...
  3. I will close this since there is no map file to try. If the problem persists please upload a file in a new thread. Thank you.
  4. If you put what before the render? Entity:Attach() only needs to be called once. I tried producing this error but even at 60 meters per second, there is only some small floating point fluttering, nothing like you showed in your video on Discord: #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Leadwerks", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(0, 2, -8); //Create light auto light = CreateBoxLight(world); light->SetRotation(45, 35, 0); light->SetRange(-10, 10); //Model by PixelMannen //https://opengameart.org/content/fox-and-shiba auto model = LoadModel(world, "https://github.com/Leadwerks/Documentation/raw/master/Assets/Models/Characters/Fox.glb"); model->SetScale(0.05); model->Animate(1); model->SetRotation(0, -90, 0); auto neck = model->skeleton->FindBone("b_Neck_04"); auto head = model->skeleton->FindBone("b_Head_05"); Vec3 rotation; //Model by alissvetlana //https://sketchfab.com/3d-models/hat-a7f54e87bea94730b4a1827ec1f770df auto hat = LoadModel(world, "https://github.com/Leadwerks/Documentation/raw/master/Assets/Models/Characters/hat.glb"); hat->SetScale(0.025); hat->SetPosition(-0.3, 0.4, 0); hat->Attach(model, head); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { model->Translate(10, 0, 0); camera->Translate(10, 0, 0); world->Update(); rotation.y = Cos(float(Millisecs()) / 10.0f) * 65.0f; neck->SetRotation(rotation); world->Render(framebuffer); } return 0; }
  5. I don't seem to have any problems renaming cameras in the editor. Is it possible to post a video showing the steps I should take to make an error occur?
  6. This is one mistake: entities[n]:SetProjectionMode(PROJECTION_PERSPECTIVE) The entity should be cast to a camera before calling camera commands: local camera = Camera(entities[n]) camera:SetProjectionMode(PROJECTION_PERSPECTIVE)
  7. We will need the file in order to test this, please.
  8. 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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  9. I will assume this is fixed unless you tell me otherwise. Thank you.
  10. You can opt into the beta version here:
  11. Josh

    Code Editor

    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.
  12. 5.0.2 beta Fixed a bug that caused terrain to be hidden in the render screenshot tool.
  13. 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.
  14. Josh

    Code Editor

    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.
  15. 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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