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Bug Fixes

okeoke
Registered User
Quote
2023-04-26 10:09:32

Hi luposian,

Forum thread:https://www.ambiera.com/forum.ph...
Itch page:https://zeicmann.itch.io/sheep-r...


Robbo
Guest
Quote
2023-04-27 02:17:20

Not a bug but would be massive improvement:

Allow physics update rotation to be turned on/off - very very useful for a so far unusable (for me) physics drag n drop Action created by another user in which when carrying a physics item it can rotate in mid air constantly when if carried should not rotate at all and currently cant be stopped easily...


just_in_case
Moderator
Quote
2023-04-27 03:03:16

@Robbo, this was due to the collision as well, the physics objects, when dragging tends to collide with something and start rotating. The above-updated command might fix the issue, or there is already a command that turns on/off Collision during runtime which I added recently, so one can use that command to fix the constant rotation issue, all you need is simply turn off the collision for the object when dragging.

Let me know if you think there is something else that can be updated.


just_in_case
Moderator
Quote
2023-04-27 03:05:05

@okeoke, Alex I don't know when @niko is going to push an update but I will make sure to send him the files or ask him to ping me whenever he decides to push an update so that I can send him the updated code with bugfixes.


just_in_case
Moderator
Quote
2023-04-30 17:48:39

Fixed a bug with the FPS camera behavior, the option DisableClippingForChildNodes was only working for the top-level children, just fixed it, so that children of childrens will also be not clipped if this option is turned on.


just_in_case
Moderator
Quote
2023-04-30 18:26:16

Also fixed the bug reported by @hadoken regarding Current Node for proximity behavior, using the current node for actions in proximity behavior will now affect the correct node.
Hope that helps :)


luposian
Registered User
Quote
2023-05-01 02:59:24

Are these bug fixes and feature requests being done to CopperCube itself (the actual program/editor) or some other external (non-core) aspect of CopperCube?


just_in_case
Moderator
Quote
2023-05-01 04:08:12

@luposian, I fixed these bugs on my side, and will then send the updated fix and code to @niko so that he can uppdate the actual editor or program to reflect the changes or updates made by me.

Just like we saw in the last update to the engine, that contains the API command I created for the engine. Like the splitscreen feature, and other API commands, I implemented.


Robbo
Guest
Quote
2023-05-01 05:07:15

wrote:
Let me know if you think there is something else that can be updated.


Your doing great work 'just_in_case' - if however I wanted to keep collisions such that any carried object wont clip through walls, can a new API be made to contrain certain axis of objects using physics (other engines have this) ?


just_in_case
Moderator
Quote
2023-05-01 06:30:12

@Robbo, I am not sure I will try that, the other way is to disable clipping for that node, by changing its z-order, so that it will render on top of other nodes, without clipping through walls. Just like the FPS camera children, and if you are using the FPS camera as a player then you don't have to do anything special you can just make the carrying object the children of the FPS camera, and the carried object will not be clipped through walls.


Robbo
Guest
Quote
2023-05-01 07:13:20

One thing I know is an issue is using more than one dome behind another both using transparency.
For some reason the outer texture glitches when viewed at certain angles, so looks like it gets swtiched on and off sometimes....I tried everything possible and could not fix this...

It indeed fixed the fod issue on skyboxes but I wanted to add more than 1 skydome...

I know Irrlicht has the code already to create skyDomes....wonder can this be added into CopperCube ?


Robbo
Guest
Quote
2023-05-01 07:16:13

Forgot to mention also when using default CC assets like skybox is excluded from being culled when using camera viewing distance far value. My skydomes dont enjoy this luxury and so better to have inbuilt skydomes that are not culled with distance....


just_in_case
Moderator
Quote
2023-05-01 07:54:03

I don't think you need an API for just that, to create and use a skydome, simply create a sphere, flip direction of it's faces, go to irredit/irrlicht properties. Go to materials tab and turn off Z-write enable and set the Z-buffer to "0". Make to scale the skydome, according to your camera, and it will work just like any other skyboxes in the cc editor.

To make it more better, what you can do is you can just scale it a bit so that it get the active camera inside the sphere(skydome) and simply update it's position to the camera position on every frame.

I think I can create a short YT video on that as well.


luposian
Registered User
Quote
2023-05-01 08:12:20

So, how do you test your patches/updates without the actual CopperCube source code? CopperCube has to be able to incorporate those changes somehow, but the only outside interface I'm aware of for it is Javascript.

Any idea when the next revision of CopperCube is likely to see the light of day? I can hardly wait for 6.7!

wrote:
@luposian, I fixed these bugs on my side, and will then send the updated fix and code to @niko so that he can uppdate the actual editor or program to reflect the changes or updates made by me.

Just like we saw in the last update to the engine, that contains the API command I created for the engine. Like the splitscreen feature, and other API commands, I implemented.



just_in_case
Moderator
Quote
2023-05-01 08:33:34

@Robbo, it seems that this doesn't always work as expected, sometimes it works, and sometimes it doesn't probably a bug with Z-order rendering. Will see if I will be able to do this in another way possible.

@luposian, actually the CC client source allows you to publish a Coppercube app player with all the modded or updated codes, meaning it can run the Coppercube app, and you can test the features in that environment. Regarding the next update, I am not very sure, when we are going to see that. But I can assure you that all or at least most of the changes I am making if don't break the editor or client, are likely to be going in the next update.

So, you can expect some decent changes and additional features in Coppercube's next update like a whole new system for sound playback, Controller support, Mic input, Double and Triple click events, new vector methods, and many more. I am trying to constantly update the code and engine's base with new features or by updating the old ones.

The hardest thing is to keep track of what you are updating and what you are changing in the code, so that if something bad happens or your code breaks, you can revert them back.


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