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November 2011
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Esenthel Online
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Post: #1
November 2011
Released for Windows, Mac, Android and iOS:
-IMPORTANT: added support for Android platform (everything works except sound and few minor things, which will be added soon)
-IMPORTANT: first parameter in GetRelativePath function is now only path (without the file name like before)
-PVRTC now uses static .lib instead of dynamic .dll - PVRTexLib.dll file can now be safely deleted from all your folders
-PVRTC support has been added to Windows 64-bit platform
-new macro IOS enabled when compiling for iOS, and ANDROID when compiling for Android
-MOBILE macro now means compiling for IOS or ANDROID
-new function Vec Gyroscope()
-new framework must be added to custom XCode iOS projects settings "-framework CoreMotion"
-removed App.valid_orientations (valid orientations are now taken directly from project settings - *.plist on iOS and AndroidManifest.xml on Android)
-fixed crash on iOS SDK when trying to render graphics with RT_FORWARD renderer
-fixed incorrect 3d object matrix display on iOS SDK Device when rendering using RT_SIMPLE and simplePrecision(false)
11-03-2011 08:58 PM
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Esenthel Online
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Post: #2
RE: November 2011
Released for Android:
-re-uploaded the Esenthel Android SDK (some minor fixes), please use that latest version
-added new documentation topic "Android" (currently available only on wiki) describing the process of configuring Android Development Environment and starting the Esenthel based application
11-04-2011 09:58 PM
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Esenthel Online
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Post: #3
RE: November 2011
Released for Android:
-uploaded Android SDK having ARMV5 and ARMV7 binaries and *.mk project settings (previously only ARMV7 was available)
11-05-2011 01:35 PM
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Esenthel Online
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Post: #4
RE: November 2011
-added new topic "Configuring Eclipse Projects" in the "Android" documentation
11-05-2011 05:06 PM
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Esenthel Online
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Post: #5
RE: November 2011
Released for Windows and Android:
-updated shaders in engine.pak (Ineisis Lite data was updated)
-removed PAK_NO_UNDERLINED which is replaced by additional optional parameter Bool (*filter)(C Str &name)=NULL in the pak creation functions (read more about 'filter' in the headers)
-added new optional "C UID *id=NULL" parameter to Game::World.objCreate,objCreateNear functions, which allows to specify custom object id during creation (useful if object id needs to be equal on server/client)
-android documentation is now included in the .chm file inside the Desktop SDK
-added support for Touch.db() on Android platform
-added support for UID.randomize() on Android platform
-fixed setting mip-maps for non power of 2 textures on Android platform
-fixed SystemPath(SP_APP_DATA_EXTERNAL) on Android platform
-DXT images will now try to be loaded on Android platform
-D.sync will now be passed to eglSwapInterval function on Android platform (not all Android devices support custom sync)
-added support for MLAA on Desktop OpenGL (Mac)
-disabled TexLod usage for OpenGL shaders which will enable support for Android devices that don't support TexLod function (Sony XperiaPlay)
-SkipStartSpaces now skips spaces and tabs
-reduced the size of engine.pak for Mobile platforms
-small fixes for forward renderer mesh shaders selection for Mobile platforms
-bloom can now be enabled on Mobile platforms (but not recommended)
-new method D.bloomSamples used to specify amount of samples (default set to: true-high for Desktop, and false-low for Mobile)
11-09-2011 11:56 PM
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Esenthel Online
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Post: #6
RE: November 2011
Released for Windows and Android:
-replaced "Bool ListColumn::text_side" with "Flt ListColumn::text_align" (can be set to -1,0,1 values)
-optimized following glsl es shaders: per-pixel simple, per-pixel blend light (mobile platforms)
11-11-2011 08:31 PM
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Esenthel Online
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Post: #7
RE: November 2011
Released for Windows and Android:
-fixed incorrect lighting when using following configuration: DX9, Renderer.simplePrecision(false).type(RT_SIMPLE), alpha-tested materials
-fixed incorrect transparency when using following configuration: DX10+, Renderer.simplePrecision(false).type(RT_SIMPLE), alpha-tested materials
-changed the way object/camera matrixes are stored in glsl es shaders which enables loading skinned shaders on some buggy android opengl drivers
-fixed disappearing sun image when sky fraction is set to 1.0
-new converter option in mobile mode "limit material image size"
-Mesh*::setBase now has additional parameter "Bool only_if_empty=true"
-Mesh*::vtxs(),tris(),faces(),trisTotal() will now return values from MeshRender if MeshBase is empty
-fixed "dither" error for Shader Model 2.0 video cards since last release
-optimized following glsl es shaders: blur, bloom, font, particles, sun, sky (including sky merged with clouds)
-increased performance of loading DXT5 images as uncompressed images if DXT is not available (iOS and some Android devices)
11-15-2011 09:27 PM
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Esenthel Online
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Post: #8
RE: November 2011
Released for Windows, Mac, Android and iOS:
-IMPORTANT: worlds that used new recast pathfinding paths need to be rebuilt (because of bug found - different struct alignment for members on different compilers, paths did not work on Android platform, you will receive a crash when attempting to play worlds with old path data when using new engine version, rebuilding worlds prevents crashing and allows loading them on all platforms)
-added support for retina display in iOS
-added support for using GPU data on secondary threads on Android platform (which fixes thread freeze when loading game world data in background thread)
-added support for fast application resume on Android platform
11-17-2011 09:18 PM
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Esenthel Online
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Post: #9
RE: November 2011
Released for Mac, Android and iOS:
-fixed bug of incorrect controller capsule position when crouching and controller capsule was created with offset, where bullet physics engine is used (on Mac, iOS and Android platforms)
11-17-2011 10:49 PM
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Esenthel Online
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Post: #10
RE: November 2011
Released for Android:
-changed declaration of varyings in glsl es shaders, which should enable support for buggy opengl drivers (Sony Xperia)
11-18-2011 07:08 PM
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Esenthel Online
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Post: #11
RE: November 2011
Released for Windows and Android:
-fixed crash when importing FBX files (FBX dll's were updated)
-improved FBX importer to setup skinning for parts that are child of a bone but don't have deformer setup
-fixed crash when importing L8A8 PNG on DirectX10+
-added support for ETC texture compression (IMAGE_ETC1) supported on Android platform (total 4-bit per pixel, however without Alpha channel)
-Converter tool now supports ETC texture compression (converting images and optimizing materials)
-PVRTC textures can now be decompressed on all platforms
-opengl shaders that failed to load (compile) during runtime will now display more detailed info about the error
-added more safety checks on iOS for loading actor and controller states from savegames which could have caused crash due to member alignment/cpu/compiler issue
-removed Image::bpp() bytes per pixel, you can obtain this information by checking ImageTI type info array according to image type
-new member Image::hwType(), which represents the type in which the image is stored on the gpu (this value may be different than Image::type), you should use hwType to interpret Image::data obtained after locking Image::lock
-Image::create*,copy* methods now have additional parameter "Bool bgra_on_fail=true" that will automatically try creating the Image with B8G8R8A8 hardware type if gpu does not support specified type
-Property::setFile now has additional optional parameter to specify accepted file extensions
-holding shift while transforming objects in world editor will make the transformation more precise (slower)
-replaced Physics.modifyContact with reportContact
11-26-2011 10:22 PM
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Esenthel Online
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Post: #12
RE: November 2011
Released for Windows and Android:
-IMPORTANT: there is a new parameter "int z" added to Image::copy,copyTry methods, you must manually check and adjust all your calls to these methods so that arguments will match new parameter set
-merged Image::crop with crop3D
-added new method Animation::clip(Flt start_time, Flt end_time)
-fixed loading .gfx files of old format (version) in cube mode
-fixed loading 3D .gfx files in unsupported hardware format
-added new ASPECT_MODE ASPECT_SMALLER, useful for Mobile devices that will preserve the display scale (it is now the default aspect for Mobile devices)
11-28-2011 08:02 PM
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