Search found 768 matches

Search found 768 matches Page 4 of 77
by JeffR
Mon Feb 19, 2018 3:46 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 218
Views: 43660
That time of month again, boys and girls! So yeah, lots of stuff going on, whoof, where to begin... Well, I suppose we could start with what's gotten into the engine since the last update! #2128 #2151 #2059 #2156 #2126 #2134 #2131 #2133 #2094 #2170 #2183 #2180 #2166 #2165 #2171 #2182 #2188 #2187 #21...
by JeffR
Sun Feb 18, 2018 11:03 pm
Forum: General
Topic: DAE quirky
Replies: 1
Views: 213
Any chance I can try loading up the file on my end?

If you don't want it publicly linked you can PM me the like. Definitely easier to track through the problem if I can replicate it on my machine.
by JeffR
Mon Feb 12, 2018 4:24 pm
Forum: Beginner
Topic: 3.10 or wait for 4.0
Replies: 19
Views: 1866
Yeah, @
User avatar
Johxz
had actually come across the same bug. We've got a fix, just gotta get it rolled in. Should happen today.
by JeffR
Wed Jan 31, 2018 8:14 pm
Forum: MegaMotion
Topic: First demos of what Megamotion is actually for.
Replies: 2
Views: 312
This is pretty sweet!

Especially the selecting masking and lighting. I noted in the Panic in the Streets demo they got shaded by the trees and that's a really slick technique!
by JeffR
Wed Jan 31, 2018 8:07 pm
Forum: Beginner
Topic: "Chrome" Material
Replies: 21
Views: 1285
Yeah, the cubemap editor UI being buggy was noted by Bloodknight. I've looked into it and started fixing it up, but I'm not quite done yet.

For now, defining it in script as @
User avatar
Johxz
said is a good workaround.
by JeffR
Fri Jan 26, 2018 3:45 pm
Forum: Rendering
Topic: Deferred Decals
Replies: 6
Views: 584
Yep, it's been the standing plan to support/use deferred decals. Mostly just been holding off on it until we wrapped PBR as that does some tweaks to the structure of the gbuffer. Ideally both regular decals and the decal road utilize the deferred decals method both for consistency, and accuracy/speed.
by JeffR
Wed Jan 17, 2018 10:33 pm
Forum: TorqueScript
Topic: TorqueScript to be deprecated?
Replies: 3
Views: 501
Az is correct. Lukas's work to enable C#(and potentially other languages) is purely a convenience feature addition so that people more familiar with C# or whatnot have the option to use it. There is no standing plan to remove TorqueScript as the primary script language for T3D. We're adding options,...
by JeffR
Tue Jan 16, 2018 1:18 am
Forum: Beginner
Topic: 3.10 or wait for 4.0
Replies: 19
Views: 1866
Lots to discuss here, I see! I suppose that while the workblog is a good overview of the ongoing work, it's hard to understand the scope of it in regards to the current development branch. So, allow me to take some time and answer inquiries as well as lay out the game plan a little more clearly: To ...
by JeffR
Sat Jan 13, 2018 3:19 am
Forum: Show-off
Topic: Rogue Mission
Replies: 19
Views: 1979
Looking pretty noice! You may not have seen it, but the guy that started MakeHuman started up a new project that basically does a similar deal, but it's directly integrated into blender as an addon: http://www.manuelbastioni.com I think I prefer the meshwork it puts out compared to MakeHumans. May b...
by JeffR
Sat Jan 13, 2018 3:13 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 218
Views: 43660
1) I think the primary focus is going to be towards the OpenVR library for now, as most things are looking to be supported through that. Custom libraries can be supported alongside that as needed, of course, but I think the primary focus of core dev'll be with OpenVR. No idea if Microsoft's stuff wo...
Search found 768 matches Page 4 of 77