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February 2010
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Esenthel Online
Administrator

Post: #1
February 2010
-IMPORTANT: custom shaders need to be recompiled according to latest headers
-added new documentation topic "programming/shaders"
-new tutorial "shaders/refraction"
-new method D.texMacro allowing to dynamically allow/disallow macro texture usage
-slightly improved matrix setting performance
-fixed bug with rendering ocean water with no waves
-removed issue with rendering ocean water with big waves and being close to camera
02-02-2010 02:10 AM
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Esenthel Online
Administrator

Post: #2
RE: February 2010
-IMPORTANT: custom shaders need to be recompiled
-reorganized and improved documentation by adding new "Begginer's Guide" section
-Shader Images can now be accessed even if the shader codes don't use them, but shader just defines the image
-added "Vec nrm" to the Vtx3DSimple struct
-added new Vtx3DStandard struct based on Vtx3DSimple
-Mesh Editor has now the same Bloom settings as World Editor
-small improvements to water refraction/reflection
-regions now have automatically updated their "virtual size" in Gui Editor tool
02-05-2010 02:47 AM
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Esenthel Online
Administrator

Post: #3
RE: February 2010
-fixed a bug in manual repositioning/accessing the position of CSkeleton which may caused 'World.objInject' to work incorrectly for distant areas
-updated tutorials using custom defined Player::ctrl_pos to define methods Player::pos,matrix which set the ctrl_pos
-removed the 0.5 .. 2 limit for material texture scaling in World Editor
-vertexes in Mesh Editor Vertex/Face mode can now be selected by rectangle selection
-removed AppVolume::create,del methods
-new methods Keyboard::eat, Mouse::eat
-new method Slider::changed
02-09-2010 01:19 AM
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Esenthel Online
Administrator

Post: #4
RE: February 2010
-added sources for Converter tool for clients with professional license
-removed const modifier for 'key' parameter in Map Create function
-removed LerpTime, please use AdjustValTime instead
-added support for importing color maps to world editor through "menu\heightmap\import color"
-meshes can now be manually simplified thanks to new mesh editor menu command "mesh\optimize\simplify"
-copying objects in World Editor when heightmap aligning is disabled will now copy also the vertical position
-changing ocean parameters will now affect lakes/rivers parameters even when ocean is not rendered
-replaced CSkeleton operator+=(Vec) with 'move,offset' methods
02-11-2010 01:35 AM
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Esenthel Online
Administrator

Post: #5
RE: February 2010
-greatly improved path finding in Game::World
-improved performance of PathFind class
-area path resolution can now be changed in World Editor
-new method Game::Chr::animateStepOccured
-fixed importing color maps to world with blending and no previous color information in the heightmap stored
-fixed bug in sorting functions which may cause the Gui Editor to crash in rare circumstances
-Icon Maker can now load meshes from Game::Obj .obj file format
-enabled access to PhysPart::type,shape
-new method Reference::empty
-new methods for GuiObjs class (hide, show, activate)
-new method SlideBar::func
-World Editor can now perform simple operations on multiple object properties
-updated tutorial "sounds/music" by creating music themes only if they were NULL before
02-19-2010 04:07 AM
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Esenthel Online
Administrator

Post: #6
RE: February 2010
-new tutorial "shaders/2d shader"
-fixed displaying holographic images
-slight improvement in motion blur leaks removing
-Game::Chr dodging now no longer enables 'ready' stance
-Game::Chr can now support mesh/skeleton/phys which weren't centered according to phys capsule center position (which means that centering character mesh/skeleton is no longer required)
-new methods Controller::shapeOffset, center
-D.scale is now saved in "config.txt" (ConfigSave) by the name of "GuiScale"
-D.scale can now also be called in InitPre
-World Editor path slope mode is now more precise
-edge softening can now work also in single and simple pass renderers if D.depthTexture is enabled
-physical cloth is now displayed properly in RT_SINGLE_PASS and RT_SIMPLE renderers
-physical cloth now uses hierarchical solver
-new member Cloth::Param::glue_vel
-new method Cloth::ray
-Cloth parameters can now be dynamically changed with new Cloth methods
-Cloth::drawPhysical can now accept "Vec velocity" parameter to work with motion blur effect
-ClothMesh::matrix is now properly set also for vertexes with VTX_FLAG_CLOTH enabled
02-25-2010 12:12 AM
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