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Josh

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  1. I can't answer this without seeing your project.
  2. Closing due to lack of response...
  3. 5.0.2 Beta Full update for bug fixes, see details here: https://www.leadwerks.com/community/forum/120-bug-reports/?filter=solved_topics
  4. In our game, there was a problem where a call to window->FlushKeys() was resetting the key down state, making the invetory screen flash on and off.
  5. You don't want your characters to act as a navigation obstacle. That will make their volume get removed from the navigation mesh, and may be the cause of your problem. Navigtion agents will avoid each other using the built-in crowd system.
  6. Updating graphics drivers will likely solve this problem. Closing this due to lack of response. If you have still have problems feel free to let me know.
  7. I am not ignoring this, I just know it's probably going to take a lot of intense focus for a few hours and I want to be prepared so I can solve it in one sitting hopefully...
  8. Will require a little effort to set up for testing, but I have another display available for this...
  9. User reports a driver issue fixes performance(?) issues: https://discord.com/channels/1175951843118031049/1175951843612954786/1458329071468413030 Unless told otherwise I will assume this is solved.
  10. User reports a driver issue fixes performance(?) issues: https://discord.com/channels/1175951843118031049/1175951843612954786/1458329071468413030 Unless told otherwise I will assume this is solved.
  11. Your problem may go away if you just update your graphics drivers.
  12. When I run this example and hold down the space key the window color only changes once.
  13. I believe I have this fixed now. It's hard to tell exactly how to create the bug, I just have to click around a lot and sometimes it happens. But I can't make it happen anymore, so I think it is fixed. Update will come tomorrow. Please let me know if you have any more problems after that.
  14. Fixed, a new build will go up on the beta branch tomorrow. Thanks for reporting!
  15. It probably means that there is no path to the point you are trying to reach. There are some additional parameters for the function that let you There are two optional paramters I need to add to the docs that give more control: virtual bool Navigate(const dFloat x, const dFloat y, const dFloat z, const int maxsteps = 100, const float maxdistance = 1.0f); However, the default values for these arguments usually provide good results. This suggests that you are trying to navigate to a position that cannot be reached because something is blocking it, so the closest point on the navmesh to your destination is greater than maxdistance.
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