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Thanks everyone for the report, just to let you know the issue fix-up is in progress.
yup, not there yet
Just as a check, you can attach the file: /lua/ge/extensions/editor/inspector.lua so I can check it
It shall be there, lose not the hope :)
did this still happen ? btw, keep /Levels as /levels, code might be case sensitive in some parts
If its in the editor now here, dont worry, it will be there too, if the next major release wont show it up, then we can check your version of a...
The feature might be in a hotfix after your version, dont know, you can check if after the new hotfix/release to come. The bike icon is just a dev...
Sadly no, they are two complete different systems/engines.
You have to first select a ground cover object from the scene tree. Then you can click the small rectangle button of the billboardUVs field in...
Tested, indeed doesnt scale with brightness when flare is on, probably some overrides, a bug task was created, thank you for reporting it.
That is from the old editor, not existent anymore. So, we have added persistence for the editor free camera speed, it will be saved in the...
yes, its at the same transform as the original one, so you have 2 there
So only on placement with brush you have collision detection for forest items, on shift clone or copy paste no.
I will have to check that to see if there is any test for overlaps on load. Normally only when placing there is the radius test to not overlap them.
The best comparison is with editor deactivated, since scene tree might take a toll when static meshes are used, might iterate on them in some...
but 4096 forest items ? to just get a compare with the ones in static form. yes, in editor there are other checks and UI stuff happening, even...
So it seems it was a bug on our side, it will be fixed on next release. Meanwhile if you want an over-the-counter solution: - open the...
well, that's all I know, use whatever technique is faster I guess. if the speeds differ, then we will need to check it out, should be the same or...
so how many polys a mesh has ? not the whole level rendering view. You could try as a test to merge the meshes, but normally instancing should be...
ok thanks, I will check it out and will come back with an answer/solution