RE: September 2011
Released for Windows:
-IMPORTANT: added "Mini Data Browser" window activated by "top left corner button" in the Editor (Ctrl+D), elements from Mini Data Browser can be drag and dropped to many places in the Editor (for example game objects can be dragged to world)
-IMPORTANT: Editor at startup will now parse all data files in the background thread (not the main thread like before), which means that there will be no pause on Editor startup when having many files in the Data folder
-IMPORTANT: List::sel are now in absolute element indexes 'elm' and not in visible order indexes 'order' like before, this allows hidden elements to be selected as well
-IMPORTANT: Sound::load will now play the sound if it was playing during 'save' (changed 'save' file format - old savegames may not work)
-Data Browser "list all files" will now find files in a background thread, which means that you don't need to wait after pressing this button until all files are found
-double clicking on an element in World Editor Object List will move the camera to the object
-ListColumn's can now be resized using mouse (thanks to new 'Gui.image_resize_column' taken from new file "Gui/resize_column.gfx", and new LIST_FLAG LIST_RESIZABLE_COLUMNS)
-Windows with flag WIN_RESIZABLE can now be resized with LMB (with cursor on edges), RMB (with cursur on Window), Ctrl+MouseWheel (with cursor on Window), GuiObj::setRect virtual method will be called which can be extended to manually resize child objects (new Gui.image_resize image pointers are used with new files "Gui/resize_*.gfx")
-some of the Editor windows are now resizable
-Window movable and resizable flags can now be set in Gui Editor
-new virtual method Rect Window::sizeLimit returning allowed size limits for the window rectangle
-fixed drawing World Editor Grid (Plane::drawInfiniteBySize) for area size = 128
-small improvements to Data Browser Verify Paths
-replaced right clicking on object properties (base, mesh, phys, material, skel) textlines with separate "C" buttons in order to clear the values
-all Gui.image* and GuiObj::*image* members are now of ImagePtr type
-fixed memory leak when deleting water objects in the World Editor
-new 'Bool Renderer.blend_objects_affect_depth_based_effects" allowing to meshes with test blend material techniques affect depth based effects (requires additional full screen depth conversion), default=true (if you want the old behaviour which is slightly faster, you need to set the value to false)
-new 'Bool Music.shuffle' and 'Bool Ambient.shuffle' parameters allowing to control random track selection, default=true
-added more comments for MusicManager::time_reset member
-new documentation topic "Thread Safety"
-Editor will now warn if saving a Skeleton with multiple bones of the same name
-added new String based constructors to CacheElmPtr class (ImagePtr, MeshPtr, etc. can now be initialized ImagePtr i="image.gfx")
-image files (gfx, bmp, jpg, ..) can now be drag and dropped to Gui Editor, this will convert them to GFX file and put that file as new GuiImage object
-Gui Editor "view/screen proportions" will now also display 16:9 aspect ratio
-phys files can now be drag and dropped to world editor (will be created as embedded objects)
-dragging mesh files to world editor will now set their default access mode as embedded objects
-Edit::World.objCreate now has additional optional ObjParams pointer allowing to set object from custom settings
-changed World Editor Object List multi selection mode (ctrl+lmb, shift+lmb), it now works more like multi selection on typical lists
-improved performance of List::elmToOrder
-new member Int List::dataToElm(Ptr data)
-all operations on Code Editor project view will now preserve element selection on the list
-fixed dragging sources in Code Editor (from project view to different folder, previously it not always was activated, now it works and additionally drag icon is displayed)
-removed Gui.windowLit(), to check if a window is under mouse cursor, use: window.contains(Gui.msLit())
-removed Gui.viewport(), to check if a viewport has mouse focus, use: &viewport==Gui.ms()
-added more comments to Gui.ms() and Gui.msLit() documenting difference between them
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