RE: August 2010
Released for Windows and Mac:
-IMPORTANT: there are lot of api changes listed below, new functionalities and name changes, please make sure to update your codes carefully
-IMPORTANT: introduced new functionality in the Cache objects - accesing elements by new 'ptr*' methods, which return specialized pointers to data allowing for counted reference system (data is unloaded when there are no specialized pointers left referencing that data), please check new cache tutorial mentioned below
-IMPORTANT: Game Obj classes now don't store resources using Mesh*, Material*, Phys* but they use MeshPtr, MaterialPtr, PhysBodyPtr (please check the updated source codes), game objects should also manually delete physical actors (Actor) in destructor (to make sure that actor is deleted before the physical body), basically it comes down to replacing "Mesh*" to "MeshPtr" and "mesh=Meshes(..)" to "mesh=Meshes.ptr(..)" or "mesh.require(..)", and calling actor.del() in destructor
-IMPORTANT: updated MainMenu.nib file in Mac SDK (please copy the updated file to your project)
-IMPORTANT: some settings have different default values under OpenGLES (iPhone), these include Renderer.type(RT_FORWARD), Renderer.color_palette=NULL, D.bloomScale(0.0), D.shdMode(SHD_NONE), D.particlesSmoothAnim(false), D.texFilter(1), D.texMipFilter(false), Sky.atmosphericPrecision(false)
-IMPORTANT: merged SHD_MAP with SHD_MAP_HW (hardware shadow mapping is now done automatically if supported), because of the SHD_MAP_HW enum removal, ConfigLoad function (and the tools) when loading old config.txt files, will treat old SHD_MAP_HW enum (shadow mapping) as SHD_STENCIL enum (stencil shadows) mode, which means you will not have shadows, please remove old "config.txt" files, or re-adjust shadow mode to shadow maps D.shdMode(SHADOW_MAP) after reading the old config file, or re-adjust shadows in video options to "off" and again to "on"
-IMPORTANT: removed DIM_TYPE enum, Sound::_create now takes "Bool is3D" parameter instead, old savegames which used Sound::save may not load saved sounds for 1d mode
-new tutorial "advanced/misc/cache advanced"
-D.tesselation is now by default disabled
-removed D.depthTexture, it is now always used if supported
-removed APP_ALLOW_RT_FORWARD - it is now no longer needed
-new documentation topic "Mobile Platforms\iPhone, iPad, iPod Touch"
-new member Renderer.precise_sort_blend_objects
-new 'Touch' class, 'Touches' container, 'SimulateTouches' function and 'Accelerometer' function defined in input.h used on iPhone
-new tutorial "advanced/misc/touch screen" (on windows and mac it also works because it is simulated with mouse by using special command)
-new method App.orientation
-new method Ms.eatWheel
-new method D.texMipFilter
-removed PakDefs and MenuDefs (please use Node<PakNode> instead of "N" where PakDefs was used, and Node<CMenuElm> instead of "N" where MenuDefs was used)
-removed Selection class, please use Memc<Int> instead
-stencil shadows now also work in DX10+ and OpenGL
-OpenGL shaders now support jittering and proper detection for front/back faced lighting
-new member FontCreateParams::mip_maps
-new method FontCreateParams::adjustForOpenGLES (required for creating fonts for OpenGL ES)
-new methods Image,Font,MeshPart,MeshLod,Mesh,MeshGroup::freeOpenGLESData
-new application flag APP_AUTO_FREE_OPEN_GL_ES_DATA
-new method D.particlesSmoothAnim
-new method Sky.atmosphericPrecision
-improved comments on Memc,Memb methods stating which can and which don't change memory address of the elements
-added "ES" - OpenGL ES profile for the comments on IMAGE_TYPE's, specifying which image types are supported on iPhone platform
-included comment next to IMAGE_3D enum, specifying that it is not supported on OpenGL ES iPhone platform
-shortened "memory containers" and "cache" headers by moving hidden/private classes into separate headers
-added new information on World Editor documentation how to increase its performance (on the bottom of the document)
-added support for making screenshots on Mac
-fixed potential crash in screenshot function
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