Editor: jMonkeyBuilder

Guys, could you check font rendering in this version of SS editor on your systems, please?
https://yadi.sk/d/H9ZV_6jf3Lc4Jb

Seems ok for me:
http://imgur.com/a/ELOmR

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ver. 0.9.11
-The project was migrated to gradle.
-Implemented a plugin system. Now you can develop your own plugin for the Editor.
-Added new UI theme.
-Fixed bugs with flying camera.
-Optimized the mechanism of resizing render window.
-Updated settings of default j3s scene.
-Fixed bugs with focus in scene editor.
-Updated some property controls.
-Implemented local/global/view transformation tools.
-Optimized performance of terrain editing controls.
-Fixed some problems with saving files.
-Fixed copying files from the Editor to Nautilus(file explorer in Ubuntu).
-Integrated global/local water filters to scene editor.
-Added an action to menu ā€œClear Asset Cacheā€ to clear native memory.
-Downgraded the library spaceshift-extension to java 7, now we can use j3s in android projects.
-Added some water filters to scene editor.
-Fixed some bugs.

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Also I have added a native build for macOS :wink:

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ver. 0.9.12
-Downgraded tonegod.emitter to java 7
-Added possibility to work with light probes in the Scene Editor.
-Fixed major problems with saving/loading app states/filters in a scene node.

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@NemesisMate could you check the downgraded version of tonegod.emitter, please?

I donā€™t have much time today. Iā€™ll try to find some to make a fast try and tell you.

you donā€™t need to do it fastly :slight_smile: I just want to know all problems with this to fix it for next release :wink:

@nehon Hi, how to configure the material to use alpha channel?


Itā€™s PBRLighting

Exactly like lighting.j3md.

but how? I tried some options and I have no success :frowning:

with writing to a depth buffer, I have some artefacts:

did you try alphadiscarthreshold, put the geom in transparent bucket etcā€¦

2 Likes

It works perfect, thank you :slight_smile:

5 Likes

The first problem is the following exception:

java.lang.ExceptionInInitializerError
        at tonegod.emitter.EmissionPoint.<clinit>(EmissionPoint.java:14)
        at tonegod.emitter.ParticleEmitterNode.<init>(ParticleEmitterNode.java:457)
        at java.lang.Class.newInstanceImpl(Native Method)
        at java.lang.Class.newInstance(Class.java:1208)
        at com.jme3.export.SavableClassUtil.fromName(SavableClassUtil.java:171)
        at com.jme3.export.SavableClassUtil.fromName(SavableClassUtil.java:203)
        at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:331)
        at com.jme3.export.binary.BinaryInputCapsule.resolveIDs(BinaryInputCapsule.java:483)
        at com.jme3.export.binary.BinaryInputCapsule.readSavableArray(BinaryInputCapsule.java:471)
        at com.jme3.export.binary.BinaryInputCapsule.readSavableArrayList(BinaryInputCapsule.java:587)
        at com.jme3.scene.Node.read(Node.java:743)
    Caused by: java.util.MissingResourceException
        at java.util.ResourceBundle.getBundle(ResourceBundle.java:327)
        at java.util.ResourceBundle.getBundle(ResourceBundle.java:253)
        at tonegod.emitter.Messages.<clinit>(Messages.java:351)

It can be because of the usage of proguard but is that bundle (with just messages) needed on a production game?

Is it difficult for you to include the messages to your game? of course I can add some logic to avoid this problem, but I think it will be incorrect.

Hmā€¦ why are those messages for in a production game?, my thoughts were just the contrary, that making it work would be incorrect as they are just for the editor, isnā€™t it?.
Anyway, Iā€™m just facing the problem and my first tries were unsuccessful. It is the first time I try to keep a bundle with proguard :sweat_smile:.

I didnā€™t think that it can be a problem for somebodyā€¦

Well, it seems to be a problem with the class loader. I just submitted a PR with the fix.

I think I will implement it https://bitbucket.org/JavaSabr/jme3-spaceshift-editor/issues/129/font-generator
like a plugin for SSE to show you how much it easy ;)q

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