Esenthel
Administrator
|
March 2013
Released Bloody Massacre (free) for Esenthel 2.0 to Esenthel Store
|
|
03-02-2013 08:03 PM |
|
Esenthel
Administrator
|
RE: March 2013
Released Esenthel 2.0 for Windows and Android:
-new Code Editor button "Element Names" allowing to display project element names on top of their UID in the codes (allowing to easily observe which element is specified, this will also work with jump-to functionality, and quick preview in "view mode")
-added secondary Code Editor auto-complete (activated by Ctrl+Shift+Space) which operates on project elements and inserts their UID into the codes
-disabled automatic losing focus for object parameters window when mouse moved outside of its rectangle (which caused minor issue like Ctrl+C not working for selected textline if user moved the mouse outside the window)
-adjusted ClosableWindow class to close by middle mouse button only if the mouse position is inside the window (to prevent situations when middle mouse button was used to open the ClosableWindow in the first place in the same frame)
-fixed saving correct paths (relative instead of full) to water materials in builded worlds
|
|
03-04-2013 04:53 PM |
|
Esenthel
Administrator
|
RE: March 2013
Released Esenthel MMO for Esenthel 2.0 (latest version of Esenthel 2.0 is required to compile it)
Released Esenthel 2.0 for Windows and Android:
-adjusted Code Editor Element Name Overlay Colors (they are now also customizable in Color Theme Editor)
-fixed applying glow maps onto Materials
-improved opening folder/lib/application elements on mouse click
-codes can now be opened with both one and double mouse click
-Mouse, Touches and MT support new method 'tappedFirst'
-Touches and MT now support 'eat' method
-GuiObjs can now be loaded from UID name_id (in addition to Str name) allowing to no longer use the EncodeFileName for it
-new member ActorInfo.collision allowing to check if encountered actor has collision detection enabled
|
|
03-07-2013 05:15 PM |
|
Esenthel
Administrator
|
RE: March 2013
Released Esenthel RPG 2 for Esenthel 2.0 (latest version of Esenthel 2.0 is required to compile it)
Released Esenthel 2.0 for Windows, Mac, Android and iOS:
-IMPORTANT: renamed game object light parameter "cast_shadows" to "cast shadows" please remove the underline in your custom light game objects
-creating particles is now possible in the Editor (however unlike Esenthel 1.0 it's not achieved with separate particle editor, but by setting object class to new "draw as particles" and then setting up necessary parameters)
-updated game object particles source code to properly handle both EE 1.0 and 2.0 style particle obj params
-holding shift while centering the camera on object/waypoint/water will additionally zoom in
-fixed relief bump mapping for multi materials since last few releases
-fixed bug related to incorrect Game.World.activeRange when loading multiple game worlds after each other of different area sizes
-improved object parameter list by including base parameters in the list when multiple world objects are selected (previously base parameters for multiple objects were not listed)
-changing object parameter value now does not require to first check "override" checkbox as it will be done automatically
-object parameters now have the same [^] button as properties, allowing to adjust values with mouse
-waypoints position can now be set precisely with new position properties region just like for objects
-object parameters of ID type can now be also modified manually by typing "UID(..)" text, to allow for custom ID's, world object ID's and world waypoint ID's
-fixed Controller on PhysX 3 version to be framerate independent in PHYS_TIMESTEP_ROUND mode
-Controller will now automatically slide against static and kinematic obstacles
-small improvements to Code Editor's internal compiler and dependency checker for better auto-complete and class header sorting
-clouds will now move in Editor's "Play" game mode
-improved character controller smoothness for PhysX 3 with CSS_MATERIALS mode (was especially needed for high gravities and when controller was moving slowly)
-object parameters now support sub-objects (to add a sub-object simply drag and drop a project element object onto the parameter window, however not on a existing parameter which would set parameter value to that element, but on an empty space)
|
|
03-14-2013 07:12 PM |
|
Esenthel
Administrator
|
RE: March 2013
Released Esenthel 2.0 for Windows, Mac, Android and iOS:
-Esenthel 2.0 is now built with Esenthel 2.0
-Esenthel 2.0 is now distributed as installers instead of full packages
-included Autoupdate functionality in the Editor (the Editor will notify you automatically when updates are detected)
-added new "Dark" color theme to Code Editor based on Visual Studio 2012 dark skin
-building iOS apps will now warn when App Package Name was not specified
-fixed small bug of ignoring custom theme color for text/character in Code Editor upon startup
-fixed small issue of waters potentially not being automatically built when downloading a brand new project from Esenthel Server
-new option "Use Microsoft Authenticode" in Code Editor Certificates options allowing for automatic Authenticode Certificate signing for EXE app targets when publishing, provided that you have an Authenticode Certificate installed and Microsoft signtool.exe is installed
-improved Uploader tool and Patcher class to allow for uploading/downloading "pl" and "php" files (normally they were executed as scripts instead of being downloaded in original format)
-fixed starting apps compiled for Mac when CG framework was not installed
-added option to display line numbers in Code Editor
-project view will now display horizontal scrollbar when needed
-redesigned Code Editor Find scope options from "Current File/Opened Files/Project" into "Current File/Active Application/Engine"
-Terrain Material Brush Slope was moved into Brush window and now additionally affects Terrain Color and Object Painting
-Brush Slope is now more precise
-Brush Slope and Image windows are now "attached" to the Brush window
-fixed setting brush image by drag and dropping image files from system explorer
-fixed initial heightmap level when creating new heightmaps and grid level was set to a custom value
-added support for object painting (used for fast tree/grass painting) thanks to new "Paint" button in the World Editor Object mode
-grass range video option is now saved in editor settings
-grass objects will now not cast shadows in the editor (to have the same behavior as in game mode)
-property "adjust value" button now uses image instead of "^" character
-Pak create and Uploader will now always skip Mac ".DS_Store" files
|
|
03-25-2013 05:37 PM |
|
Esenthel
Administrator
|
RE: March 2013
Released Esenthel 2.0 for Mac:
-App.quit will now work on Mac, allowing for "Ask for save changes" on unsaved elements when closing the window
-fixed Editor not restarting itself after performing auto update on Mac
-OSLaunch can now open multiple instances of the same application (just like on Windows)
|
|
03-26-2013 01:15 PM |
|
Esenthel
Administrator
|
RE: March 2013
Released Esenthel 2.0 for Windows, Mac, Android and iOS:
-added support for automatic material texture mip map blurring in the material editor (can be used for terrain materials to reduce texture repetitiveness)
-reduced slow downs when downloading lots of data from Esenthel Server
-fixed bug in Code Editor which under rare circumstances could cause freeze when attempting to compile an application
|
|
03-26-2013 07:43 PM |
|
Esenthel
Administrator
|
RE: March 2013
Released Esenthel 2.0 for Windows and Android:
-fixed a bug related to importing Wavefront OBJ format
|
|
03-27-2013 04:29 PM |
|