haffax wrote:The mouse picking is a bit off when you move the mouse away from the center. In center it pics the exact point, but the more you move to the screen border, the more the picking errs toward the center.
Maybe it's also because you're using a different resolution than me. As I told above this happens noticeable in some widescreen resolutions, but at least in my default res (1280x960) I can't notice that problem. I'll look into it.
haffax wrote:Second thing is, that the character controller doesn't feel like you are actually going by feet, but more as if you sit in a car or some other vehicle. Acceleration/Deccaleration could maybe a bit faster, letting controls feel more responsive.
That's true. The character controller is very basic and I'll improve it for the next release. Right now it feels a bit "detached" from the world, which could be changed.
kallaspirit wrote:- I can kind of see through some objects, a screeny will follow later
I see, the same happens on my system when loading your sample. Seems that I somewhere forget to switch culling back to it's default value which makes you (and me, and maybe others) see the innards of some primitives. Though I can clearly see it and will also fix it I'm kind of buffled why it never happened in the scenes I made.
kallaspirit wrote:- when setting up the joint, it would be nice to be able to move around with the camera like when adding a new object in the scene. Then you could see exaxtly where the joint attachment point will go.
True. But that's not working right now because the window for finishing the joint is modal to avoid the user doing something else than finishing the joint. But since that still should do no harm I'll change that so that you can still rotate and zoom the scene when finishing up joints.
kallaspirit wrote:- turning off the shadows doesn't seem to have any effect
Digged out again. Could you please tell me what you mean with this? I just tried and settings shadows on/off in the settings dialog works fine with me.
Sury wrote:When loading "Human catapult" - throws an exception that is in german, but i guess i says "0,00001234 is not a valid floating point value"
Oh my, I wonder what I did there. It seems that the PlayGround used the "," as a decimal separator for saving the ragdolls. This was corrected long time ago (an older scene with ragdolls doesn't have that problem) but somehow I "reintroduced" that bug. I'll fix that. If you want to still see the scene, open up the XML in notepad and replace all commas with points, save and load it.
Sury wrote:"Wheeled tank on terrain" cannot load the tank and states that it can't find a mesh with a message "TDirectXMesh->GetMeshByName->Mesh->Geosphare01 not found"
Well, seems like another lanugage-related bug. That mesh is spelled "Geosphäre1" (cause my 3D modeller app is german, so it names objects also german) and maybe other language OS'es have problems with the "Umlaut" in that. I'll change that too and hopefully remember it for the future.
P.S. : Thanks for all your feedback. I already have a list of things to fix/do and will start working on the update today.

