Esenthel
Administrator
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August 2011
Released for Windows:
-adjusted Code Editor font spacings
-replaced STRUCT and STRUCT_PRIVATE with struct and struct private in Code Editor EE header previews
-new 'WindowCapture' class allowing to capture visual contents of a system window or entire desktop (currently working only on Windows platform)
-simplified Esenthel MMO project by removing UDP support and by moving all client-server communication functions to 1 cpp file, this update requires re-downloading MMO Data files
-Code Editor now supports "find all references" functionality thanks to new shortcuts (Ctrl+LMB, Ctrl+Alt+Enter)
-new Code Editor "view mode" allowing to hide "function bodies" and "private members" similar to Header Browser functionality
-new methods Game::Area::Data::decals,meshOverlays, allowing to access decals and mesh overlays created in the world editor
-updated Header Browser to be based on Code Editor header parsing (which now supports variables detection and polymorphic functions)
-adjusted Mesh::drawBlend to first select custom RM_BLEND shaders if specified (if not then blend light shaders will be attempted)
-new tutorial "Shaders/Flow Effect"
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08-01-2011 04:12 PM |
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Esenthel
Administrator
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RE: August 2011
Released for Windows:
-added support for MySQL when using SQL class (MySQL ODBC driver must be installed)
-SQL::connect has been split into connectMSSQL and connectMySQL allowing to connect to Microsoft SQL and MySQL
-fixed SQL::createTable with SDT_BINARY and binary_size<=0 parameters
-fixed setting SQL values from binary memory of 0 length
-static SQL::String function is now non-static SQL::string
-using Ctrl+MouseWheel in Code Editor and Header Browser will now change the font size
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08-03-2011 01:44 PM |
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Esenthel
Administrator
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RE: August 2011
Released for Windows:
-updated Animations documentation to include information about differences between Target Orientation and Relative Rotation keyframes blending
-new Edit::Blocks class allowing to easily create block meshes (just like in Ineisis Online)
-new tutorials "mesh/blocks" and "mesh/heightmap"
-minor fix to Code Editor find all references
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08-05-2011 05:19 PM |
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Esenthel
Administrator
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RE: August 2011
Released for Windows:
-APP_NO_FX will now not create depth buffer as well
-new method D.canDraw returning true if drawing is available (false for DX9 APP_ALLOW_NO_GPU and no gpu available)
-Data Server will now display message box about server IP address if drawing is not available
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08-06-2011 01:27 PM |
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Esenthel
Administrator
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RE: August 2011
Released for Windows:
-Tabs gui object can now be placed in Gui Editor
-assigning gui objects to certain Tab in Tabs object is done using new Gui Editor menu command "edit/set parent"
-assigning gui object to certain Tab using += operator in C++ will now set Tabs::Tab as parent (previously Tabs was set as parent)
-Data Server will now not attempt to load fur textures if drawing is not available
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08-06-2011 09:15 PM |
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Esenthel
Administrator
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RE: August 2011
Released for Windows:
-fixed mirror issue when importing collada models exported with Y as the up axis
-minor improvement to Tab Gui.kb focus management
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08-07-2011 05:53 PM |
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Esenthel
Administrator
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RE: August 2011
Released for Windows, Mac and Mobile:
-minor fixes to importing collada models
-fixed crash in DX10+ Editor when enabling Vertex Skin Painting in Model Editor
-fixed parsing floats starting with '.' in Code Editor when converting to cpp files
-fixed changing brush parameters in World Editor with Ctrl+MouseWheel
-fixed using backspace on Mac as back in some gui controls
-added workaround for potential crash on Mac Lion OpenGL drivers during frequent index buffer unlocking (for example during material painting in World Editor)
-fixed issue of triggering in rare circumstances unhandled exception at the application exit
-fixed crash on Mac when importing PSD TGA images
-increased Connection stability on Mac sockets
-fixed potential crash on Mac Editor Data Browser synchronization
-enabled compiling custom shaders on Mac Lion
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08-12-2011 10:42 PM |
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Esenthel
Administrator
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RE: August 2011
-Ineisis Lite (simplified version of Ineisis Online with source code) has been released to Company/Pro/Ultimate licensees
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08-18-2011 04:57 PM |
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Esenthel
Administrator
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RE: August 2011
Released for Windows:
-local lights (LightPoint, LightSqr, LightCone) parameter "Bool shadow" in "add" method has been changed to "Flt shadows_opacity" (old parameters will work correctly as old "false" is equal to "0.0" opacity which disables shadows, and "true" is equal to "1.0" opacity which is default full shadowing), this can be used to manually blend in and out shadowing for only few lights (nearest to camera) and keep distant lights without shadows to improve performance
-Edit::Blocks mesh building now accepts neighbor blocks pointers which when used can reduce the number of generated triangles and include neighbor blocks in ambient occlusion calculation
-small fix to Edit::Blocks phys body generation
-Edit::Blocks phys generation now accepts body Matrix instead of world position which additionally allows to specify custom orientation and scale
-destructible and animatable objects will now be included in mini-map generation
-decreased mini map generation viewport fov to work better with maps with objects placed very high, and tweaked shadow biasing to work better with smaller fov
-replaced LightCone angle,angle_range members with 'falloff' (0..1), angle range is now taken from pyramid.scale member
-fixed rendering cone light shadows with pyramid.scale!=1
-game object light cone can now accept object parameters "angle" and "falloff" (just like sample "sdk/obj/light/cone.obj")
-new documentation topic "server side/client server communication"
-updated shader files inside engine.pak (Ineisis Lite data files need to be re-downloaded)
-updated Ineisis Lite sources (small fixes)
-updated Ineisis Lite documentation and moved it from Source Package to Esenthel Wiki and Esenthel .chm Documentation
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08-27-2011 07:22 PM |
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Esenthel
Administrator
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RE: August 2011
Released for Windows:
-Gui Editor now supports undo
-Editor will now ask if save changes to files (Editor: material, Model Editor: mesh, skeleton, animation, physical body, particles, Gui Editor: objects, World Editor: world, object params) on Editor exit
-setting parameters of WorldSettings class is now done by usage of methods, because of that you don't need to set heightmap resolution values to 129, you can set 128 and it will be automatically adjusted to 129
-fixed Code Editor autocomplete when after "if(..)" codes
-Data Browser Verify Paths button will now list also files that are not found
-highlighting skeleton bones in Model Editor will now draw parent-child connections
-Material Editor slidebars are now oriented horizontally so text descriptions can fit more characters
-fixed a bug when saving world object properties from a child of a (temporary or file) object
-small updates (name changes) to esenthel engine shader headers
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08-31-2011 09:22 PM |
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