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March 2016
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Esenthel Offline
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Post: #1
March 2016
Released Esenthel for Windows, Mac and Linux:
-Important: for this release please use latest Esenthel Installer from the store http://www.esenthel.com/?id=store to update your existing installation, auto-update won't work due to updated LZMA library
-Important: added support for Windows Universal Platform for x86/x64/ARM CPU's (including Windows Phone and Xbox)

-Important: increased material texture quality (because of this change, an automatic one time project texture update will be performed when opening old projects - this update may take several minutes depending on the size of your project)
-added support for XAudio (available on Windows Universal Platform)
-added support for OGG Vorbis sound file creation thanks to new 'OggVorbisEncoder' class
-converting materials to atlas, and extracting mesh from material texture atlas will now store information about original material textures crop/resize coordinates so they can be reloaded from original images in the future
-improved precision of Sound.time on Android
-improved performance of Image.blur for high precision single channel formats
-improved performance of setting textures in material editor
-improved performance of decompressing BC7 images
-improved precision of 'CreateBumpFromColor' function
-material texture glow in RT_SIMPLE renderer will now be processed regardless of 'Renderer.simplePrecision' value
-added a workaround for 'SendMail' not working on Windows Server 2012 due to IPv6 connection failing
-added a workaround for some Flac audio files being detected as mp3 and failing to play
-updated sqlite, lzma, libwebp, libvpx, libpng, libtiff and libmpg123 to latest version
-"_SVN_" folder path was renamed to "_Code_", this functionality was renamed from SVN to Code Synchronization
-Pak.create will now fail if a file was specified, but its source couldn't be found
-Pak.load now checks the pak size if it's big enough for entire data, if the file size is too small than expected, then error (false) will be returned
-added new method Pak.loadEx that returns more information about the load result
-added new Editor Network Interface methods 'selectElms', 'curMaterial', 'getMaterial', 'setMaterial' and 'reloadMaterialTextures'
-improved LOD generation algorithm (small triangles contribute less to generated middle position, more shape details are now preserved, texture coordinates are offseted less)
-project comparison functionality now has the option to select elements in the opened project from the list
-MenuBar will get deactivated on Alt press if it was already active
-project elements source file name will now be synchronized and saved on the server as well
-mesh skeletons will now use smaller file sizes on the server
-Updated Esenthel Builder to merge engine compilation and lib file copying tasks for Windows and Apple platforms
-added new button to material editor that allows to reload textures on demand and/or disable auto reload on texture change
-added a new option in the material editor, to force a custom size of the material base textures (you can read more about this functionality by hovering the mouse over the "resize .." menu)
-order of nameless enums will now be preserved when generating C++ codes to avoid unnecessary project rebuilds
-code functions with 'inline' keyword will be stored in the headers when generating C++ codes, allowing compiler to optimize the code better
-added new method UID.randomizeValid
-added new function DecompressionMemUsage
-improved Esenthel Icon
-starting "Play" or "Publish" command for Windows Universal and iOS Platforms will now open the IDE, as these commands can be performed only from the IDE for these platforms
-added new shader model SM_2_1 which may be available on Windows Phone
-added new C++ macro 'STORE' which is either 1 or 0 if 'Store' is supported on current platform
-added new C++ macro 'FACEBOOK' which is either 1 or 0 if 'Facebook' is supported on current platform
-reduced memory usage for LZMA compression
-increased performance for PAK creation with LZMA/LZHAM compression
-using Exit to close an app, will now display the error message box on Android and iOS as well
-simplified iOS source code
-added support for Touch.force detection on iOS devices (other platforms will always return force 1 when touch is pressed)
-added support for Touch.stylus detection on iPad pro
-improved generation of app icon files and reduced some of icon file sizes
-animation editor bone movement can use world axis aligned movement when holding the alt key

Bug Fixes:
-fixed processing of more than 1 keyboard keys per frame in the editor since last release
-fixed an issue when modifying materials in the Editor, which are set as a mesh variation (but not the main one) did not update the shader techniques
-fixed potential crash due to division by zero when editing gui settings in "mesh operation \ extract from atlas"
-fixed a bug when in special case of splitting mesh faces in the editor, nothing would happen (for example when selecting all quads and no triangles)
-fixed MenuBar getting activated when pressing Alt+Tab
-fixed applying images / panel images to Panel
-fixed application failing to compile when importing esenthel project (with codes) to already opened project (without codes)
-fixed templates code generation compilation under Android when template functions were located inside a namespace, or if classes had static variables
-fixed terrain distortion visible at each start of using height brush in the world editor
-fixed a bug when under rare circumstances, dragging something onto object parameter editor could cause a crash
-fixed crash in TextInt if digits parameter was set to a very high number
-some other small fixes

API Changes:
-Image.crop was split into 'crop' and 'crop3D' methods ('crop' internally calls 'crop3D')
-'WindowText' was split into 'WindowSetText' and 'WindowGetText'
-MT.elms will not include the Mouse if it's not detected
-basic memory functions such as Alloc/Copy/Swap now operate on IntPtr size, instead of Int, allowing 64-bit allocations on 64-bit platforms
-Connection 'sent' and 'received' methods now return Long (previously, this was an Int)
-removed App.movingSizing

Name Changes:
NativeStore -> PlatformStore
NS -> Store
03-10-2016 07:06 AM
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Esenthel Offline
Administrator

Post: #2
RE: March 2016
Released Esenthel for Windows, Mac and Linux:
-Important: for this release please use latest Esenthel Installer from the store http://www.esenthel.com/?id=store to update your existing installation, auto-update won't work due to changes on Esenthel Server
-Copy Elements to Another Project will now remember last destination project
-Editor can now detect similar textures in the project (through the "M" menu)
-added new keyboard shortcut for Copy Elements to Another Project (Ctrl+T)
-added new class 'ImageCompare' used to compare 2 images (their difference between pixel colors, including PSNR)
-added new Threads.queue, cancel and wait method variations
-improved performance of Threads with ordered parameter set to true
-added new functions: MicrosoftWindowsStoreLink, AppleAppStoreLink, GooglePlayStoreLink, Steam.StoreLink
-added new methods: Animation.calcMovement, calcMovementSpeed
-added a workaround in Patcher/Uploader for some servers blocking DLL/DAT file types from downloading

API Changes:
-Image of IMAGE_SOFT mode can now contain mip-maps
-D.image_load_shrink can now modify the image header
-Image.updateMipMaps now has additional parameter

Name Changes:
CritSect -> SyncLock
CritSectLock -> SyncLocker
03-16-2016 11:31 AM
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Esenthel Offline
Administrator

Post: #3
RE: March 2016
Released Esenthel for Windows:
-improved performance of MeshLod.joinAll
-MeshLod.joinAll will now preserve the order of MeshParts
-Object Draw Group can now also be assigned by dragging an Enum onto Draw Groups Region in the Object Editor
-Mesh Part Materials can now also be assigned by dragging a Material onto Mesh Parts Window
-Mesh Parts can now be hidden in a custom variation, by right clicking on the part in the Mesh Parts window, and selecting "Hide in Variation"
-Skeleton Bones Editor now has the option to remove leaf bones that have no skinning
-improved YAML parser
-Theater mode will now cycle through all available variations when displaying objects
-Detect Similar Textures can process Material Base Texture 1 separately now
-Mesh Editor now has the option to create faces from selected 3 or 4 vertexes
-added new "Replace from memory" option to Skeleton Editor
-added new "Enable/Disable Flip Normal Y" bulk operation for materials (in the right click menu when selecting multiple project elements)
-added some improvements to importing FBX files with very long bone names

Fixes:
-Object Editor \ Mesh Parts window, will now list material names based on currently selected variation

API Changes:
-added new method D.drawNullMaterials which controls if meshes with no material set should be drawn, it is by default false, which is different from default engine behavior of previous releases
03-23-2016 05:25 AM
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Esenthel Offline
Administrator

Post: #4
RE: March 2016
Updated Esenthel Source:
-Project Region can now display File Sizes for each element, please use the new menu above the Project Region to access this functionality
-added functionality to the material editor, to resize only base 1 textures (normal, specular, etc.)
-when mouse is over the "reload base textures" a warning exclamation will be drawn on top of textures which source file was not found
-double clicking on a resizable window title bar will maximize it just like on Windows
-enabled window maximize button to some of editor windows
-object editor parameter window can now be maximized by double clicking on it
-added new methods "Bool Window.maximized" and "Window.maximize"
-added new method "List.curChanged"
-LOD generation has an option to specify drawing distance for preview
-Code Editor function information drawn at cursor position can now be hidden while holding Right Control
-added keyboard shortcuts to Animation Editor Event Tabs
-added new function 'InsideEps'
-'MemberDesc' can have a custom compare function
-added support for latest Android NDK

Fixes:
-fixed an issue in Esenthel Builder which failed to create "Code Editor.dat" if "Editor.pak" was not yet generated

Name Changes:
FDelPath -> FDelInside
List.func -> List.selChanged
List.funcPre -> List.selChanging
03-28-2016 03:28 AM
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