N8n5h
N8n5h
Not sure what other actions are there, since I've never used live patch that much really, but it seems any small interaction with the scene that triggers issuing a command...
Haven't delved too deep into armory's bone animations, but from what I could gather: https://github.com/armory3d/iron/blob/master/Sources/iron/object/BoneAnimation.hx The `skinBuffer` float array from the `BoneAnimation` class is passed under the link `_skinBones` here...
The size of `skinBuffer` from `BoneAnimation` is computed here https://github.com/armory3d/iron/blob/a2d8e4280ae5ad2e50f017a2dc6d5fa3cf61301e/Sources/iron/object/BoneAnimation.hx#L73, ```Haxe this.skinBuffer = new Float32Array(skinMaxBones * boneSize); ``` so it's weird that reducing the value of `skinMaxBones` doesn't change anything....
Hi, thank you for reporting. > they are supposed to cover a set distance of 200 meters with perfect shadows and it's not doing it. Then I tried 1000 meters...
I also wanted to add, > The camera perspective and viewing distance is all wrong. The 3D viewport is showing the shadow and the light just fine but when I...
> Why use Eevee as a reference in the viewport when that's not how it shows in the game ? Armory was created before Eevee, so it's not really being...
> Does the original issue with cascading shadows still exist? Otherwise we can close this (cc @N8n5h, I don't know much about shadow mapping). I think the original issue could...
I think this error occurs because you have or had both spot and area lights in your project and the exporter is picking them and adds both `_LTC` and `_Spot`...
 Make sure to get rid of n-gons on meshes when using normal maps in materials. The console can be helpful to debug issues with the compilation, you can open...
> Use GPU shader module to draw game preview in Blender viewport. > > GPU Shader Module API: > https://docs.blender.org/api/blender2.8/gpu.html Ok, I'm poking around with the original idea to see...