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September 2009
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Esenthel Offline
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Post: #1
September 2009
-IMPORTANT: 'enable' and 'disable' methods of custom classess based on Game::Obj must now call the base methods (__super::enable, __super::disable)
-IMPORTANT: worlds need to be "re-builded" before using
-improved performance of processing game worlds when many areas are loaded
-added support for importing mesh, materials, skeleton and animation from MilkShape3D MS3D format
-added support for importing motion capture skeletons and animations from Biovision BVH format
-improved support for B3D format animations importing
-improved animation optimizing method
-improved the way of changing animation length in Mesh Editor thanks to the new option "Menu\Animation\Change Animation Length"
-restored option WORLD_FULL
-added new method Game::World.areaActive which provides immediate access to a worlds area
-added new methods Game::Area::hmHeight and Game::World.hmHeight allowing fast access to heightmap height position
-added new method Game::Area::mshg allowing access to area's mesh data
-increased shadow biasing on SM2.0 video cards to reduce shadow errors
-new functions 'Ends' checking if a string ends with a text
-minor fixes in Mesh Editor and World Editor
09-05-2009 11:13 PM
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Esenthel Offline
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Post: #2
Re: September 2009
-enabled D.hwDepthBuffer also for ATI cards x1000 series or newer
-added new tutorial "misc/files/filexml"
-added support for processing text files encoded with UTF-8
-fixed mesh outlining effect when glow is enabled
-fixed small issue in World Editor Area material management
-improved precision of motion blur effect on distant areas
-improved descriptions for Mesh Editor menu commands
-improved Mesh Editor menu command "mesh\transform\*" for correctly transforming animations
09-08-2009 09:57 PM
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Esenthel Offline
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Post: #3
Re: September 2009
-IMPORTANT: changed the way the FileXml class works, please refer to updated tutorial
-improved xml files parsing (processing of each xml data type is now optional, removed 'skip' method)
-new method Renderer.combine allowing to apply rendering on existing background
-new tutorial "rendering/Combining Render with Background"
-increased performance of applying lights when solid objects don't cover the whole screen
-PhysHit::frac,dist are no longer a C++ union, but are now 2 separate members, and both are set for ray testing and sweeping
-Physics.cuts,ray,sweep and Actor::cuts,sweep methods now come in 2 versions (1-returning the closest collision, 2-returning all collisions through a callback class)
-new methods Actor::trigger, Physics.reportTrigger, Physics.modifyContact
-added new methods 'Physics.modifyContact' allowing to manually detect contacts and specify wheter they should be processed or skipped
-in "physical clothing" tutorial and "game character" source codes in 'updateController' method, the ragdolls no longer need to temporarily disable their collisions
-saving actor now includes its dominance index
-improved precision of Water bumpy surfaces
-moved the codes responsible for applying randomg angular velocities to dropped down items from engine's internal method into 'Item::droppedDown'
-fixed small issue when dropping down items into unloaded areas using 'Obj::itemDropDown' method
09-12-2009 09:47 PM
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Esenthel Offline
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Post: #4
Re: September 2009
-IMPORTANT: Particles,BloodFx,ExplosionFx::update and Motion::updateAuto,updateIn,updateOut methods now return the opposite of what they have returned before (they now return true when the class object is still alive, and false if its dead) - please update your codes which are using those methods, this change has been applied in order to have constant rule of "Bool update" methods across the engine (just like Game::Obj, State and Thread update functions)
-restored working pathfinding between multiple world areas
09-13-2009 09:40 PM
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Esenthel Offline
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Post: #5
Re: September 2009
WARNING - for this update only, the Autoupdate tool will not work, please download the whole SDK manually from the website

-added new functions for compressing data from streams (File class) using ZLIB library
-added support for LZMA compression library (the one used in 7-zip .7z format), which works slower than ZLIB but achieves better compression ratios
-added new functions Compress and Decompress which handle general data compression and decompression
-new tutorial "misc/compression" showing basic usage of new functions and algorithms comparison
-updated the Autoupdate tool to natively support LZMA compression, which will result in much lower data needed for downloading when updating
09-15-2009 09:22 PM
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Esenthel Offline
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Post: #6
Re: September 2009
-improved default settings of Hdr and AO in World Editor
-small changes in shortcuts used for manual vertex skinning assignment in Mesh Editor
-updated World Editor Undo to work with all modes (including grass and any custom mode)
-updated PhysX to the newest version (2.8.1), this benefits in the ability to use physical clothing with multiple vertexes sharing the same position but with different texture coordinates
-please remove all "NxCooking.dll" files from your projects as the file is no longer required by the engine (only installed physx system software is required)
-added support for Undo to Mesh Editor
09-18-2009 08:46 PM
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Esenthel Offline
Administrator

Post: #7
Re: September 2009
-updated Version Control Server and World Editor tools to use data compression for sending and storing data on the server
-updated documentation mesh importing (by updating supported formats list, providing links to new exporters, replacing the Ogre Xml as default exporter for Blender with B3D exporter)
-changed internal method of processing position offset keyframes for child bones
-fixed creating fonts when requiring presence of a character which doesn't exist in the source font
-new method SockAddr::setGlobal allowing to resolve global/external/public IP address
-updated Version Control Server tool allowing to resolve global/external/public IP address on demand
-added support for importing models from Unreal Engine PSK format
-added support for importing animations from Unreal Engine PSA format
-improved importing DAE and B3D format to include creation of all skeleton bones (not only those which directly are connected with mesh vertexes)
-improved importing DAE, MS3D and B3D formats to include bone position offset keyframes for all bones
-World Editor will now try loading any previous unsaved sessions of edited worlds if the tool was not closed properly
09-28-2009 11:16 PM
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