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This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Bug Fixes Fixed an issue where receiving WebSocket messages on Android when switching to the background or covered by other activities caused JNI crashes.
GUI: Fix label clipping when ascent/descent are fractional ( GH-103192 ). Import: bcdec: Fix unnecessary alignment of texture resolution when only one of its dimensions isnt divisible by 4 ( GH-103259 ). See the GitHub issue tracker for a complete list of known bugs. Changelog 19 contributors submitted 31 fixes for this release.
Also, consider patching and releasing new updates for your video game to remove bugs and glitches from the previous versions. This ensures your game is sustainable and free from bugs in the long run. Character Clipping and Collision Glitches A video game entails characters interacting with each other.
This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Download Links Windows Mac Release Note Engine Bug Fixes Fixed the issue where touchEvent.getUIDelta returned incorrect delta values on native platforms.
Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Editor: Added custom Node export ( GH-67055 ).
Fixed bug with import plugin script exceeding 500KB. Fixed an issue where the auto-atlas texture compression configuration failed. Fixed an issue where the custom texture compression tool configuration was not valid. Fixed Animation Editor keyframe data not refreshed after creating or switching animation clips.
After fiddling around and running some tests, Will was able to make it so that the character can effectively roll through various environmental objects - like the barrels shown in the clip below - to destroy them. Will then fixed another bug related to the game's poison system, which you can see illustrated in the log below.
A Ninepatch element is a (usually textured) rectangle that has a fixed margin for the borders. The same approach shouldn't be used in GLES2, since some drivers work a lot better if no dependent texture reads are performed. With that done, the editor almost rendered correctly, except for some incorrect clipping.
Editor: Make texture preview filter setting content aware ( GH-67426 ). Rendering: Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color ( GH-67043 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Editor: Added custom Node export ( GH-67055 ).
The first is AudioStreamPlaylist , which is a class that enables the user to play multiple audio files in a sequence, switching between clips based on their tempo and length in bars. In the example below writing texture in the LSP client matches not only initial characters but also substrings present anywhere within the item.
The Invincible is crashing because of bugs, glitches, and errors. Update The Invincible to the Latest Version I make it a habit to update The Invincible to the latest version; it’s a simple yet effective way to squash bugs. Lower the resolution, texture details, shadows, and other settings to reduce the strain on your GPU.
Remember, keeping the game up-to-date is essential for bug fixes and optimizations that can result in better FPS. Open the clips at the ends of the RAM slot. Gently press down on the RAM until the clips snap into place on either side of the module. Steam, Origin). Go to the Library section.
After working with the hair cards for awhile, it dawned on Pete that he could actually create a proxy texture that would easily troubleshoot the orientation of each card. During his first official pass, Pete was finally able to make the textures and shaders work in tandem. 3D Environmental Design. Level Design.
Although the role is highly creative, it is also quite technical, and modelers must be able to determine scale, optimize geometry and renders, and troubleshoot software issues and bugs. 3D modeling software 3D modelers use a range of software for modeling, sculpting, and texturing. What does a 2D animator do?
Using a design from our concept art team as a guide, Hassan first began piecing together this stunning wooden abode, then carefully textured it to make it look properly aged and lived in. Here's a look at that animation, as well as a few clips of some Kota soldier animations too.
Unit testing texture or asset loading can be useful, as is unit testing many other backend engine routines like memory managers, but that’s just not where most (and by that I mean 99%) of the bugs comes from. But we encounter a lot of bugs where the game works fine, but something is just visually wrong.
Unit testing texture or asset loading can be useful, as is unit testing many other backend engine routines like memory managers, but that's just not where most (and by that I mean 99%) of the bugs comes from. But we encounter a lot of bugs where the game works fine, but something is just visually wrong.
Last issue, we shared the texturing work Cass had started on the forest homes, many of which resemble beautiful log cabins due to the intricate woodwork featured throughout. Much to Cass's relief (we're sure anyway), he was finally able to finish applying textures to the townhouses over the past few weeks. Take a look! Talk about OP.
While the virtual nature of the event itself prevented us from fully interacting with the folks who downloaded our build and gave it a whirl, we're incredibly pleased with the feedback we received and have been working hard since its conclusion to address bugs and improve overall performance. 3D Asset Design. Programming.
Now that both versions of the Cathedral models are complete, Cass can begin unwrapping the UV's before diving into the tedious texture work. This sprint, Karena was able to tackle the UVs and begin texturing. Take a look! Here's a look at Nick's 3D version of the Myrtuna crest. link] Programming.
We’ll be sharing some clips from David’s recording sesh for Hiratrola—plus many more making-the-trailer goodies—over on the Kristala Patreon hub , so join us over there if you’d like to snag some exclusive Kristala content you definitely won’t find anywhere else. Another cool trailer tidbit, especially for our friends who enjoy metal music?
Although he'd already completed the base models and initial texturing for the Nisargan Impaler and Rosethorne Swords prior to this sprint, Cass spent some time this month further refining each design and finetuning its details. Here are two of the different texture variants Pete showed off this sprint. Started implementing an IK Setup.
With Lophi's model and textures nearly complete, Pete spent the first half of this sprint finetuning this beasty baddie's details and adding some additional flare to the character's fins and spines. Here's a look at some of the issues in action, followed by a clip Ian snagged after fixing one of the "problem child" areas.
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