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April 2014
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Esenthel Offline
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Post: #1
April 2014
Released Esenthel for Windows, Mac, Linux, Android, iOS and Web:
-IMPORTANT: This is a brand new engine release, please read details here http://www.esenthel.com/community/showth...p?tid=7634
-added support for jump-to error line when compiling for Web
-initializing Keyboard and Mouse DirectInput objects will not cause Exit if they were not found on Windows (to support modern Windows tablets which may not have mouse/keyboard)
-testing Esenthel Store licenses has now additional optional parameter for specifying email address
-Region.view is now a FixedElm<Button> which allows to manually change its class
-StoreKit.framework is now automatically included for Mac (which resolves linking errors when trying to compile Mac app with NativeStore class used)
-added support for locking in read-only BGR format based render targets on OpenGL ES
-added multi-threaded texture compression optimization for iOS when building/publishing project
-added new parameter to PathFind.find (Vec end_extents) allowing to specify custom extents for finding the actual target position that is closest to nearest walkable surface from specified target position
-updated to latest Recast version
-added a workaround for PhysX 3.3.0 applying forces on a kinematic actor which caused its mass to become infinite
-added new method popFirst to some memory containers
-changed the way Colors (such as WHITE, RED, ..) are defined in the headers to prevent issues related to "initialization order fiasco" (where global variables are initialized to color values, before the color values get initialized)
-added new container ThreadSafeMemc which works like Memc except that it's thread safe on all of its methods (unless specified otherwise)
-replaced Game World Objects Containers from Memx to Map class which allows for finding objects by their ID
-new method Game.World.objFindById (allowing to find a world object by its ID)
-iterating Map and Cache elements now processes them in sorted order (previously it was creation order)
-added new method Map.replaceKey which allows to dynamically replace a key for an existing element
-added support for GPS on Android 4.4
04-06-2014 01:23 AM
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Esenthel Offline
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Post: #2
RE: April 2014
Released Esenthel for Windows, Mac, Linux, Android, iOS and Web:
-IMPORTANT: because of Ads support you need to additionally install Android 3.2 (API 13) when compiling for Android - http://www.esenthel.com/?id=doc#Compilers
-added support for displaying AdMob ads on Android and iOS through the new 'Advertisement' class and its singleton 'Ads'
-added new method 'NativeStore.restorePurchases' needed for iOS App Store
04-12-2014 05:26 AM
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Esenthel Offline
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Post: #3
RE: April 2014
Released Esenthel for Windows, Mac, Linux, Android, iOS and Web:
-IMPORTANT: added Facebook integration (get user id+name, friends list, ability to post on wall, get url for downloading user's photo, get/set score for a game)
-added new method VecI2 Ads.bannerSizePx()
-limited iOS compilation settings to 32-bit platforms only, to avoid compilation issues when testing on 64-bit devices
-new member bool TextStyle.pixel_align=true
-Button text now can include '\n'
-new function 'OpenFacebookPage' which will open a facebook page (on Android if possible in a Facebook app)
-FileText and TextData now support 'Secure' for encrypting data
-new function TextHexMem
-Gyroscope has now the same unit on all platforms (radian/second)
-fixed crash when Google In App Billing is not available (Amazon devices)
-removed dependency on iOS Device UID allowing to submit apps to Apple Store
-added new SHA1 hashing algorithm support
-added Base64 encoding function
-Code Editor options (Certificate tab) can now generate Android Key Hash for Facebook Apps
-'ConsoleProcess' now has the ability to read the output in binary mode
-'OpenFacebookPage' was moved to the new 'Facebook' class and now works correctly on iOS as well
-'Download' class now supports automatic redirects
-new class 'InternetCache' designed for downloading files from the internet (particularly images) with automatic caching support
-'Property' now supports Long/ULong types
-facebook support was re-written to use the latest SDK with extra improvement of auto re-use of previous login session
-facebook App ID now needs to be specified in the application properties (and not through code like before)
-added Score API support for Facebook (for which facebook apps need to be set as "game" category) which allows to set the player's score, and get a list of scores of all of your FB friends
-TextData now has a new method 'loadJSON' allowing to import text data from JSON format
-added new tutorial "Demos/Facebook"
-improved FBX importer for UV channels
04-27-2014 05:24 AM
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Esenthel Offline
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Post: #4
RE: April 2014
Updated Esenthel Source:
-Blocks.create now has a new parameter 'sub_division' for better AO effect
-Blocks materials can now be set for 3 sides differently (top, side, bottom)
-Blocks now has a new method 'optimizeMesh'
-BlocksOcclusion is now more precise, faster to create, has a new 'strength' parameter and now supports dual ambient occlusion
-reduced the number of physics faces generated for Blocks
-MeshBase.create(Ball) and MeshBase.createHalf(Ball) are now more precise
-Code Editor will now always generate the same temporary file names for compilation
-improved precision of PixelWalker
-added new class VoxelWalker similar to PixelWalker but operating in 3D space
-Blocks now support new method 'raycast'
04-29-2014 07:14 AM
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