Esenthel
Administrator
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December 2011
Released for Windows, Mac, Android and iOS:
-IMPORTANT: changed the method of how vertexes are projected in shaders which now requires fewer computations, custom shaders need to be recompiled with updated shader headers from forum source section, ineisis lite data was updated
-added sound support for Android platform, including 3d sounds even if system does not support it (and fixed incorrect -OpenSLES flag in Android.mk file, should be -lOpenSLES)
-added workaround for recast bug in path mesh generation which could result in infinite loop
-clamped maximum climb value in path mesh generation to small value greater than zero so neighbor tiles will connect correctly when max climb was set to zero
-sliders will now be displayed as vertical if their rectangle height is greater than width
-all objects in world editor areas have now a UID parameter, which is created on object creation and stored in world area files (objects from old world data will have their uid set at area load time, and the area and world will be marked as changed - ask for saving changes on closing the world)
-object id is now constant everytime a new game is started, which allows to use the id for client/server communication
-pressing undo in the world editor will now preserve object selection
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12-05-2011 12:15 AM |
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Esenthel
Administrator
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RE: December 2011
Released for Windows:
-Game::Area class has been made virtual to support dynamic casting
-Code Editor now parses correctly struct/class members with specified bit count (example: "struct X{int x:1;}")
-Code Editor now parses headers with old syntax for struct/class/union/enum definition using typedefs "typedef struct .. {} ..;"
-additional improvements to Code Editor parser
-improved performance of overwriting changes to object properties in world editor when many objects are in the scene
-creating Enum objects from .h files will now cause Exit if multiple elements have same name
-fixed Image::toCube which fixes importing cubemaps
-fixed material editor window not appearing after selecting the same material which was already being edited in the closed window
-fixed Icon Maker tool not working since last release
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12-12-2011 09:39 PM |
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Esenthel
Administrator
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RE: December 2011
Released for Windows:
-improved performance of Gui List which was initialized using setDataNode (example: object list in world editor)
-world editor object list now has option to hide grass type objects (enabled by default)
-fixed a bug in repositioning objects to distant areas and immediately changing world action center to such areas which could result in objects still being in old areas
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12-15-2011 04:34 PM |
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Esenthel
Administrator
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RE: December 2011
Released for Windows:
-improved Autoupdate tool, it now allows for automatic detection of all installed Visual Studio versions (not just one like before), custom amount of custom project data paths for automatic copying of the engine.pak (not just one like before), automatic file type association on autoupdate success for esenthel file formats, Editor shortcut on desktop creation, simple and advanced mode (simple hides all extra options by default)
-fixed small bug of incorrect material settings for lod billboard right after its generation in the Model Editor
-GetReg now can accept registry key path specified with slashes / which will be converted to backslashes \ automatically
-new SetReg* functions allowing to set registry values
-new function AssociateFileType
-ProcName can now access process name even when accessing 64-bit process and calling from a 32-bit process
-new application flag APP_EXIT_IMMEDIATELY
-new function WindowSendData
-new member App.receive_data
-opening file extensions associated with Editor will now open all files in one editor window (and not new editor windows like before)
-Image::drawFs now accepts some of last parameters as references and not pointers
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12-17-2011 11:28 PM |
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Esenthel
Administrator
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RE: December 2011
Released for Windows:
-additional improvements to the Autoupdate tool
-minor fixes to Image processing which fixed bug of not supporting all image types during world heightmap import
-new methods Cloth::drawSkinnedOutline,drawPhysicalOutline
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12-19-2011 03:59 PM |
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Esenthel
Administrator
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RE: December 2011
Released for Windows:
-adjusted Mesh*::drawBlend to ignore its materials alpha parameter when material has non-blending technique (to preserve transparency compatibility with non-blending materials in solid mode)
-left/right clicking on mesh when material window is opened will now get/set material to mesh parts also in Lod and Simplify mode
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12-19-2011 04:54 PM |
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Esenthel
Administrator
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RE: December 2011
Released for Android:
-modified glsl shader codes to increase compatibility with Mali GPU's (Samsung Galaxy S2)
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12-30-2011 12:35 AM |
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