Beta release 2.0.0b
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In my quest to better my trig. skills, the XML search is great as it allows searching for sin, cos etc. without knowing where they are.
One thing I noticed. If I load a project, not touch it, search it unsuccessfully, I still get the " file has changed " notification on close.
@Kjell - that's a tutorial hint
One thing I noticed. If I load a project, not touch it, search it unsuccessfully, I still get the " file has changed " notification on close.
@Kjell - that's a tutorial hint

"great expectations"
Updated today. While changing the default auto-play tune in the sound editor I made some other small improvements. The "save as raw" button now displays a Save-dialog. And a new waveform is supported for audio oscillator 1: Sine.
Also some smaller changes I made while hunting the crash-bug that Lupo encountered.
I haven't had much time for ZGE lately so if there is a particular feature or bug that someone needs urgently fixed, let me know and I'll give it higher priority.
Also some smaller changes I made while hunting the crash-bug that Lupo encountered.
I haven't had much time for ZGE lately so if there is a particular feature or bug that someone needs urgently fixed, let me know and I'll give it higher priority.

Great new feature! Perhaps you won't even need DesignDisable to be a property ( or you could hide it )? A enable / disable / toggle selection button in the toolbar and / or drop-down ( + shortcuts ) in combination with the stripe-through effect in the Project Tree might be enough ( and probably faster to work with ).
K

Something I've been working on over the weekend .. a F-Curves library ( FK Cubic-Bezier only for now ) + custom Softimage exporter. Attached is a test animation.
K
- Attachments
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- F-Curves.zip
- (51.28 KiB) Downloaded 975 times
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- F-Curves.jpg (44.76 KiB) Viewed 28432 times

F-Curve animations are inherently small. Each cubic bezier keyframe consists of 6 parameters ( float ) of which you'll need about 2.5 per second on average ( per property ) to make a decent animation. But even when you plot / bake for example a physics simulation at 6 keyframes per second ( see attached ), a 3 seconds animation still only uses 2880 bytes ( uncompressed ).
K
- Attachments
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- Physics.zip
- (32.98 KiB) Downloaded 920 times
Updated today. I used the great code snippet by Kjell for rendering collision bounds and included in the designer. Use the new checkbox "Bounds" on the model page to activate it.
Another new feature is that you can disable components using the Ctrl + D hotkey. You can select multiple components and press Ctrl + D to toggle between disabling and enable them. This option is also on the right-click menu. The components are disabled in design-time only.
Kjell, I haven't forgotten about the reversed xyz rotation feature request, I just haven't come around to working on that yet
Another new feature is that you can disable components using the Ctrl + D hotkey. You can select multiple components and press Ctrl + D to toggle between disabling and enable them. This option is also on the right-click menu. The components are disabled in design-time only.
Kjell, I haven't forgotten about the reversed xyz rotation feature request, I just haven't come around to working on that yet

Initial impression -
Collision Bounds - Hooray! I was able to see why somethings weren't working and fixed them.
Bounds won't render for a bitmap material, but a way around is to swap a wireframe material in/out to see.
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MouseWheel - I tried to renderText app.MouseWheelDelta and was told it wasn't a float, so I used this :-
int i = App.MouseWheelDelta;
string a = intToStr(i);
r.Text = a;
Got results, and this works in my game.
if( app.MouseWheelDelta < 0 ){ CurrentModel.Position.Y -= .5;}
if( app.MouseWheelDelta > 0 ){ CurrentModel.Position.Y += .5;}
Collision Bounds - Hooray! I was able to see why somethings weren't working and fixed them.
Bounds won't render for a bitmap material, but a way around is to swap a wireframe material in/out to see.
--------------
MouseWheel - I tried to renderText app.MouseWheelDelta and was told it wasn't a float, so I used this :-
int i = App.MouseWheelDelta;
string a = intToStr(i);
r.Text = a;
Got results, and this works in my game.
if( app.MouseWheelDelta < 0 ){ CurrentModel.Position.Y -= .5;}
if( app.MouseWheelDelta > 0 ){ CurrentModel.Position.Y += .5;}
"great expectations"