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  • Dec 27 2021 20:06
    GitLab | 魔大农 pushed 1 commits to ManaWarg
  • Dec 27 2021 11:26
    GitLab | 魔大农 pushed 1 commits to ManaWarg
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    GitLab | 魔大农 pushed 1 commits to ManaWarg
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    GitLab | 魔大农 pushed 2 commits to ManaWarg
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    GitLab | 魔大农 pushed 2 commits to ManaWarg
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    GitLab | 魔大农 pushed 1 commits to ManaWarg
  • Feb 01 2021 19:40
    GitLab | 魔大农 pushed 2 commits to ManaWarg
  • Apr 12 2020 13:09
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    GitLab | 魔大农 pushed 1 commits to ManaWarg
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  • Mar 21 2020 12:12
    GitLab | 魔大农 pushed 1 commits to ManaWarg
  • Mar 20 2020 22:45
    GitLab | 魔大农 pushed 1 commits to ManaWarg
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    GitLab | 魔大农 pushed 1 commits to ManaWarg
  • Mar 17 2020 22:45
    GitLab | 魔大农 pushed 1 commits to ManaWarg
  • Mar 16 2020 21:43
    GitLab | 魔大农 pushed 2 commits to ManaWarg
  • Mar 14 2020 23:32
    GitLab | 魔大农 pushed 1 commits to ManaWarg
  • Mar 14 2020 22:57
    GitLab | 魔大农 pushed 1 commits to ManaWarg
魔大农
@Modanung
Hm, scrolling does potentially only require hovering. It could simply be used apply the currentlt selected transormation tool based on the active axis locking, no clicks.
...or even selecting.
vutle
@vutle
Yes, more intuitive than select active axis.
魔大农
@Modanung
Well the ability to select axes would only make it more versatile.
vutle
@vutle
Previously for layout on terrain. I project mouse to terrain then make object place and translate at mouse location. If mouse button is down, object will follow.
The axis method will slow you down in terms of placement of object. It is good as an option to have but you don't want to every time selecting a different axis if you want to translate the object(s).
魔大农
@Modanung
I am the weaver :wink:
vutle
@vutle
I like Urho and waiting for your editor :). I hope it eventually has feature like recompile component scripts on the fly. So we don't need to restart the editor.
魔大农
@Modanung
ManaWarg already "has" a Text Editor. :)
I think it should have syntax highlighting and autocomplete for the types of files that Urho supports.
Meaning XML, the scripting languages and shader langauges.
vutle
@vutle
That's overkill XD
Use notepad++ :).
You want line by line compilation?
debugging?
魔大农
@Modanung
I don't know, it's very low-priority stuff at the moment.
vutle
@vutle
Great! that feature is not critical. Make component compiler first :).
魔大农
@Modanung
Also I still have little experience in that particular area, so it's something I'll have to look into later or maybe even someone else should implement.
I do as I learn and I learn as I do.
vutle
@vutle
Great to hear!
魔大农
@Modanung
@ArnisLielturks 38 of those 50 cents went to PayPal, btw.
Arnis Lielturks
@ArnisLielturks
@Modanung is it a fixed rate or does it always take more than 70% of income?
魔大农
@Modanung
@ArnisLielturks I give 5% to itch (I gave more first, but that litteraly left nothing in cases like this one) and PayPal takes 35 cents + 4.4% of the original amount.
魔大农
@Modanung
@XMatrixXiang
我知道论坛上一般的英语政策。我个人认为这是无稽之谈。随着精细翻译的引入,我相信这条规则已经过时,我们应该努力将翻译器整合到软件中。
我想我想说的是:随意在这里说出你的母语。
Arnis Lielturks
@ArnisLielturks
@Modanung ouch. I guess there should be a smallest available amount limit, cause in this case there is just no meaning of doing the donation
Is this information visible somewhere on the site? I think it should be there.
Someone wanted to support OSS project but instead donated the money to the big corporations instead without knowing it
魔大农
@Modanung
@ArnisLielturks That's true for modern comforts in general; much of Western society.
...and "big corporations" include arms dealers.
It's a tight web that's been woven. :slight_smile:
Either you have to be a big spider, or bring a blow torch to burn the sticky hammock if you want to move freely.
魔大农
@Modanung
@ArnisLielturks I found the information about fees here, but I think most donators will be unaware.
There is a lower limit to the default donation amount of 1,-
XMatrixXiang
@XMatrixXiang
@Modanung 哈哈,工作间隙我一直都会看看聊天记录。抽空我会clone一份代码,拜读一下。
魔大农
@Modanung
优秀! 法力座狼 会很开心。 :)
魔大农
@Modanung
It's time to implement some scene manipulation, the operations will be wrapped in QUndoCommands so they can be conveniently undone and redone. For Edddy I had created my own History class for this, so it will be the first time I use Qt's undo stack.
魔大农
@Modanung
Blender has object selection as part of its undo stack, Inkscape does not. Each has its advantage, so I'm thinking maybe adding a separate undo stack for object selection which would be accessable with Ctrl+Alt+Z and Ctrl+Shift+Alt+Z. Any opinions on that?
It could even be optional.
魔大农
@Modanung
:musical_note: A Tear For Edddy by Ween
魔大农
@Modanung
Undo and redo are now operational for scenes...
but the only modification that can currently be made to scenes is moving a node 5 units down by selecting it in the Node Tree. :)
This now uses a TransformOperation which is thusly declared:
class TransformOperation : public QUndoCommand
{
public:
    explicit TransformOperation(Node* node);

    void undo() override {
        node_->SetTransform(oldTransform_);
    }
    void redo() override {
        node_->SetTransform(newTransform_);
    }

    void translate( const Vector3&      translation);
    void rotate(    const Quaternion&   rotation);
    void scale(     const Vector3&      scale);

private:
    Node* node_;
    const Matrix3x4 oldTransform_;
          Matrix3x4 newTransform_;
};
urnenfeld
@urnenfeld
propertieswidget.cpp: In member function ‘void PropertiesWidget::clear()’:
propertieswidget.cpp:45:28: error: ‘class QFormLayout’ has no member named ‘removeRow’
         propertiesLayout_->removeRow(0);
Using Qt version 5.6.1 in /usr/lib/x86_64-linux-gnu
魔大农
@Modanung

Qt version is indeed the issue.

This function was introduced in Qt 5.8.

魔大农
@Modanung
@urnenfeld Is that the latest version available to you through standard repositories?
urnenfeld
@urnenfeld
@Modanung I guess it is the last for ubuntu16. In my ubuntu18 it has 5.9.5 and builds fine
魔大农
@Modanung
Ah, so it should not be a problem to anyone that ran their updates this year.
urnenfeld
@urnenfeld
Bad that qt is not so backwards compatible
魔大农
@Modanung
It's also big enough as it is.
And there's nothing stopping a developer from using the old way.
魔大农
@Modanung