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by Mud-H
Sat Mar 10, 2018 3:01 am
Forum: General
Topic: Editor performance issues
Replies: 1
Views: 320
Not sure if related but with my work on TL I discovered that what make the selection of multiple objects very slow is the inspector which add all objects. In most case, you don't even need the inspector when selection many objects so I added a inspect multiple object checkbox or when the inspector i...
by Mud-H
Fri Feb 23, 2018 12:07 pm
Forum: General
Topic: GuiMenuBar is no more
Replies: 2
Views: 342
Now I can go sleep in peace :D Was good to get back at T3D development.
by Mud-H
Fri Feb 23, 2018 11:44 am
Forum: General
Topic: GuiMenuBar is no more
Replies: 2
Views: 342
I just found that the editors no longer use the native MenuBar class but use the GuiMenuBar instead and it have been adapted to work like the MenuBar was. Too late to try for today but seem like my concerns are no more. :)
by Mud-H
Fri Feb 23, 2018 11:17 am
Forum: General
Topic: GuiMenuBar is no more
Replies: 2
Views: 342
What happened with the GuiMenuBar? It's mostly commented completly... Is there a replacement or some kind of plan about it? I used it for TorqueLab and now I have trouble to reimplement it, seem to be related to the key accelerator. Could move back to the native menu if someone can help me getting i...
by Mud-H
Thu Feb 22, 2018 11:29 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 55767
Replacing the settings system using Setting Class which store in xml with a basic system that use standardized Prefs (Ex: Tools::Editor::Variable) Is there a good reason to use :: in pref naming that I'm not aware? In TorqueLab I started using _ instead of :: so it can be used as an array. EX: Tool...
by Mud-H
Thu Feb 22, 2018 11:24 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 55767
Also, the refactoring/expansion of the VariableInspector - which now lets you populate script-defined inspector fields that can hook back to object fields or global vars, rather than explicitly inspecting a single object. This one in particular has a lot of potential. That's very interesting (If I ...
by Mud-H
Thu Feb 22, 2018 12:33 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 55767
Thanks for your good words about my editor work with TorqueLab but it's one of the main cause of my "PC burnout"... It got too big and was a pain to maintain while working on others game/web projects. I think I learned from my mistakes and I will be carefull to not get overwhelmed with projects agai...
by Mud-H
Wed Feb 21, 2018 6:13 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 298
Views: 55767
Great to see that it still progressing. Almost 1 year now that haven't do any PC work. I'm getting prepare to possibly get back at game development and with what I see here, I will stick to Torque3D for sure. Great work and keep it up!
by Mud-H
Thu Feb 04, 2016 3:27 am
Forum: Show-off
Topic: TorqueLab - Revamped Torque3D editor (under development)
Replies: 91
Views: 24308
If you're going to be stepping back and approaching the work with a Lite version based on the current editor, it may be a good time to present something I'd been working on as you may have a use for it there. Basically, rather than needing separate, full, custom gui controls for each editor, we'd a...
by Mud-H
Tue Feb 02, 2016 7:32 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 42487
I found out yesterday that the TerrainMaterials detailStrength no longer work with the PBR branch. I'm not sure what is causing it exactly, PBR or D3D11 code, is there still a updated PBR branch without D3D11 so I can test it? Or do you have any idea what can affect the detailStrength only? detailSi...
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Search found 183 matches Page 1 of 19