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  • 5.3.3 1244 Update released

    Editor Changes:- Preview for comment action parts is longer - After zooming lines in animation center are not cut off now - Copy/Paste positions via Ctrl+C Ctrl+V - Show position of point for object polygons - New dialog for editing timing for sprites in a table - Preview values in editor - Combined conditions are now working correctly in preview - The preview list updates with changes without having to switch scenes - Magnification is not reset between scenes if "Automatically zoom out" is disabled - Audio tracks in Sync Container now snap to markers and tempo except if shift is held - Audio event marker for Sync Container to run an action at a position - Crashes with polygon tools - Dialog about is now copyable - Texts from disabled action parts are now not exported or counted in word count - Integrity check didn't check for vispath: in components and scripts - csv export now includes info about speaker - Dialog area interaction is now correct if alignment is not left Player:- After skipping a cutscene on scrolled scenes the scroll position does not jump now - Starting/stopping audio containers via script: AudioBusses["Random"]:start()AudioBusses["Random"]:stop()- Audio automation was applied delayed - Audio automation for pan was not applied - Events for text transitions, TextTransitionSkipped, TextTransitionIndex. Example for playing a sound for the type writer effect (only sent from the fade effect): function engineEvent(type, data)  if type == "TextTransitionIndex" then    AudioBusses["Random"]:start()  endendregisterEventHandler("engineEvent", "engineEvent")- Shader fade transitions were not working, example project: https://discord.com/channels/335552872806744064/335554421973057546/1308220410516733982 Minimal code: game.FadeEffect = eFadeShadergame.FadeDelay = 1000local shader = shaderCompile("sht_transition.bin")graphics.shaderUniform(shader, "_t_transition_tex", "vispath:wipe.png")graphics.shaderUniform(shader, "progress_size", 0.1)shaderSetOptions({transition = shader}, 1)- macOS: Shift transitions were not working correctly

    by SimonS, A week ago

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    SimonS A week ago
  • shaderViewport with shaderLamp

    HelloI am using shaderViewport (zoom). Is it possible to make the shader lamp stay in place during this process? (in fact, they just remain in their original coordinates. But they need to be fixed on the lamps ... that is, they do not respond to zoom) bind function does not help in my case...bind("light1", "lights[1].position", shaderPoint(inverty(scrollfix(field("{x, y}"))), 1))Thanks

    by red363, A year ago

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    red363 A year ago
  • RE: How to get this started on Ubuntu

    I tried as suggested... it gave me this:fedor@studeerkamerPC:~/projecten/visionaire studio$ ./vis.AppImageSDL Dynamic API Failure!Couldn't load overriding SDL library. Please fix or remove the SDL_DYNAMIC_API environment variable. Using the default SDL.5:37:45.168:Initializing graphics interface. Surface size: 1366x768, render size: 1366x7685:37:45.237:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/images.xml'...5:37:45.237:Loading image-list "etypedata"...5:37:45.248:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/language.2.english.xml'...5:37:47.154:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/structures.xml'...5:37:47.155:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/actions.xml'...5:37:47.155:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/actionParts.xml'...5:37:47.156:Finished sorting action parts.5:37:47.156:Loading valid links...5:37:47.157:Successfully loaded 'xml/validlinks.xml'.5:37:50.000:no uniform bias in shader5:37:50.000:OpenGL init: Incomplete attachment.5:37:50.002:no uniform resolution in shader5:37:50.002:no uniform resolution in shader This was on my Ubuntu 20.04 desktop with a NVidia graphics card, I get the same message on my Ubuntu 22.04 laptop that has an Intel graphics card.

    by fedor-van-eldijk, 2 years ago

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    fedor-van-eldijk 2 years ago
  • RE: Problem withe shader script, lighting, help needed [SOLVED]

    Interesting. So it was caching &/or not correctly updating the shader variables? Adding local made a new variable each loop which seems to  have solved the issue.Have you updated the shader toolkit script on your luadocs page with that edit @ Simon?

    by afrlme, 2 years ago

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    afrlme 2 years ago
  • Problem withe shader script, lighting, help needed [SOLVED]

    Hello!I found some bug, and I can't solve it, I'm sure that the problem is with the script, because. There was already a similar story here: https://www.visionaire-studio.net/forum/thread/shadertoolkit96_failed-to-execute-hook-function-shadermain-solved-/#61970 The essence of the problem is similar, only now it is connected with shader lighting.The essence of the problem: two light sources are placed in the scene. When you exit the game in the menu and after loading the autosave (continue the game) everything works. However, when completely exiting the game, and then restarting and loading autosave from the menu (continue game), these lights do not work.link to the scene with an example:https://1drv.ms/u/s!Anl4w4tP7uAPhOVnlUVkUrYADwsY7g?e=nNim6AI would be very grateful for any help, for me this is a very critical problem, because. lighting is used in most of the scenes and this is the main design element.

    by red363, 2 years ago

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    red363 2 years ago
  • RE: Apply the shader effect to only one scene object

    That thread is really old & I don't know if the shader toolkit still works that way. Also you need to make sure you include the latest version of the shader toolkit as a definition script in your project, because if you are using an older version it may not work correctly.You can always find the most recent version [url=https://www.visionaire-studio.com/luadocs/#shadertoolkit]here[/url].

    by afrlme, 2 years ago

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    afrlme 2 years ago
  • Apply the shader effect to only one scene object

    Hello!Tell me, please, is it possible to apply the shader effect to only one scene object?I tried using this script from Afrlmehttps://www.visionaire-studio.net/forum/thread/visionaire-shader-toolkit-demo/2/function setObjectEffect(eff)  shaderAddEffect(eff)  shaderRemoveEffect(eff)  shader_effects[eff].num.strength=1  bind(eff, "time", field("shader_iTime"))  shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 1) endBut for some reason it doesn't work for me (Visionaire version 5.1.8.1),the object to which I apply is simply not displayed (smeared with a black square).Thanks

    by red363, 2 years ago

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    red363 2 years ago
  • RE: Shader_Exclude

    Hello!Tell me, please, is it possible to exclude the influence of the shader on the "object text". Thanks I have the same question! five nights at freddy's

    by stephen-moses, 2 years ago

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    stephen-moses 2 years ago
  • RE: Shader_Exclude

    Thanks for the answer!Yes I know that. But perhaps there is a way to exclude a certain interface and not all at once? Let's say I'm completely satisfied with the exclusion of the cursor and text, but I would like to exclude literally one button (interface). And let the shader affect the rest of the interface

    by red363, 2 years ago

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    red363 2 years ago
  • RE: Compilation problem for MacOS

    Alright, the shader is the problem, metal needs all varyings to be named the same in fragment and vertex. So just go to fourbit / Vertex and replace uvVarying with texcoord in the 2 locations.Thank you very much, Simon.I'll test and post the result

    by red363, 2 years ago

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    red363 2 years ago