Node based material editor


#21

No, because I had to use WPF to speedup development. There are plans to utilize AvaloniaUI for cross platform but not at the moment.


#23

Yeh it’s possible :wink:
I think it’s more easy to use Xamarin.Forms + GTK+ and WPF.
As you know it’s supporting now and i think you can run UrhoSharp on that.


#24

New version allows you to pick multiple folders. Unfortunately I had to change file format to make naming consistent. I hope it’s the last breaking change for a long time.


#25

Perfect/ I’ll try it at Monday :wink:
thanks


#26

Thanks! By that time I hope to finish deferred pass generation and simplified material creation so you won’t need manually wire shadow map to light if all you need is a default diffuse lighting model.


#27

After i added folders i again i cannot open my scene


#28

My I ask you to send me a screenshot of your folder settings?


#29

@glebedev do you mean asset directory?

image
image
image


#30

No, I mean the dialog window that appear when you click on “set resources dir” in the main menu.


#31

this one?


#32

Hmm… Maybe there is a bug due to space in a folder name. I’ll check it tonight.


#33

Btw did you restart the editor after setting the path?


#34

Yes. I did. It’s same.


#35

Sorry for the big. We’ll fix it asap :slight_smile:


#36

It’s ok :wink:
thanks for responding


#37

I can not reproduce the issue :frowning:
image

And then I use
image

To load scene


#38

Can you spot the difference?


#39

I’ve made a workaround. Now the app offers you to copy file in the right folder. Let’s see what happens now.


#40

I don’t know why. but this time worked well. :smiley:
Thanks


#41

Good to know :slight_smile:
Btw here is what guys made yesterday with the editor: