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Verge3D 4.0.1 Maintenance Update

Home Forums Official Announcements Verge3D 4.0.1 Maintenance Update

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Viewing 15 posts - 1 through 15 (of 17 total)
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  • #53365

    This maintenance update fixes several issues found in recently released Verge3D 4.0 for Blender, 3ds Max, and Maya, also adding some improvements. Thanks everybody for providing valuable feedback!

    Chief 3D Verger | LinkedIn | Twitter

    #53366

    Critical Issues

    🪲 Real-time AO works again for Blender users. You have to re-export your scenes after updating to 4.0.1.

    🪲 We fixed the regression with the Puzzles editor loading very slowly sometimes, noticeable with big scenarios.

    Other Bugs

    🐞 We fixed the issue when the “server down” error is immediately shown on some systems after activating Verge3D with a license key.

    🐞 We fixed the UI issue with the Puzzles editor occurred when switching between Light and Dark themes. Thanks for reporting this.

    🐞 Puzzles plugins no longer crash if the name attribute is missing in the description of the plugin. Thanks for bringing this up.

    🐞 Puzzles procedures no longer crash if disabled. Thanks for reporting this.

    🐞 We fixed the bug with tone mapping on non-HDR scenes. Thanks for reporting this.

    🐞 [Blender only] We fixed the bug with scenes failing to load if targets are missing for some constraints.

    🐞 [JavaScript API] Class MeshToonMaterial can now be used again.

    More Improvements

    🦋 The default Verge3D icon used for all apps and tools now looks better in Safari browser tabs.

    🦋 There were some tweaks in App Store demos regarding thumbs, descriptions, and restoring missing AO.

    🦋 We also made various small changes in the User Manual here and there.

    Chief 3D Verger | LinkedIn | Twitter

    #53367

    If you are affected by the above-mentioned issues, or want to leverage the introduced improvements, please upgrade your 3D web interactives to Verge3D 4.0.1. You can get it from the downloads page as usual.

    Chief 3D Verger | LinkedIn | Twitter

    #53368
    jamdalu
    Customer

    Thank you! A++++ :good:

    #53371
    marcwxr
    Participant

    Thank you :-)

    #53419
    langdb
    Participant

    So many waves when zoom the model.android phone and below iphone12 all have this problem。I use Verge3D 4.0.1 for Blender。

    Attachments:
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    #53421
    marinourso
    Participant

    I tasti undo e redo stravolgono i puzzle

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    #53468
    kdv77kdv
    Participant

    Can you change the poinerlock activation listener
    from this
    scope.domElement.addEventListener('click', pointerLockRequest)
    to this?
    scope.domElement.addEventListener('pointerdown', pointerLockRequest)
    It would be more handy…

    Every time a user opens or reloads the puzzles editor (after saving) all exec script puzzles gain one more empty string

    #53560
    cedsha
    Participant

    Hello,

    I have a texture with alpha to render holes. While upgrading to 4.0.1 all the holes now get an outlined (See picts).
    I’m not sure if I must update something else ?

    Thanks for any advice…

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    #53605

    Every time a user opens or reloads the puzzles editor (after saving) all exec script puzzles gain one more empty string

    Thanks for the report! This bug will be fixed in the next verge3d update.

    Co-founder and lead developer at Soft8Soft.

    #53612
    kdv77kdv
    Participant

    Verge3D team, why do you create var VARS with every exec script? Can’t you do it only twice like var PROC?

    And why do you use such a complicated construction for exec script?

    This code will do exactly the same and there’s no need in var VARS and var PROC

    #53658

    Verge3D team, why do you create var VARS with every exec script? Can’t you do it only twice like var PROC?

    Hi, that’s a good question! VARS is a bit more complex than PROC – if execScript is used inside a procedure puzzle then it needs access to parameter arguments as well as to global variables.

    For example in the following puzzle setup the first execScript puzzle should reference global “test” while the second one the local parameter “test”:
    execScript.png
    – this is achieved by declaring VARS two times so each of those declarations has correct variables in its closure.

    On the other hand VARS doesn’t have to be declared each time execScript is used, it only needs to appear once for the global scope and for every procedure that uses execScript inside.

    Initially, there was a measure to detect if we need to declare VARS at each particular place in code but it was commented out due to some issues. We might need to look further into that, because clearly the current approach can be optimized.

    This code will do exactly the same and there’s no need in var VARS and var PROC…

    In general, variables and procedures in the puzzles editor can have names that are not valid JS identifiers, like the default “do something” procedure name. They are renamed in the generated code to make sure that it works. Also, some of them can be renamed just to avoid collisions, e.g. “do_something”, “do_something2”, etc…

    So, unless you check the visual_logic.js file you can’t always be sure that the name of your variable/procedure stays the same when it comes to executing the contents of execScript. VARS and PROC are used to avoid something like that by providing mapping between the original names and the resulting identifiers.

    Attachments:
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    Co-founder and lead developer at Soft8Soft.

    #53880
    Avier3D
    Customer

    Is the scroll animation demo working for you? since the last update, the scroll effect stop working on all the browsers I tested….

    #53938
    kdv77kdv
    Participant

    Thanks for the report! This bug will be fixed in the next verge3d update.

    The same is with the multi-line text puzzle…

    #53945

    there will be multiple fixes with regard to the multi-line text puzzle very soon. Stay tuned!

    Chief 3D Verger | LinkedIn | Twitter

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