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March 2010
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Esenthel Online
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Post: #1
March 2010
-improved precision of Csg function
-new function Csg which accepts whole Mesh'es (not only MeshBase)
-fixed CutsPointMesh(Vec,MeshBase,Flt,CutsCache) which in rare occasions could return wrong value when cache was used
-fixed CutsPointMesh(Vec,Mesh) functions to handle properly multiple parts of the mesh which are not closed
-new method "template type Game::Param::asEnum(type invalid)" which allows to automatically use selected enum type (without the need of manual casting) and with support of custom invalid value when desired enum value was not found
-reduced "pixel holes" in world heightmap mesh generation
-fixed a bug in single pass rendering which may caused some shadows to disappear when rendering many point lights
-improved performance of ambient occlusion softing
-ambient occlusion softing can now be set in range 0..3 (instead of old 0..2)
-Game::Chr::sac and Ragdoll now search for 3ds max based bone names ("bip01_" format) when EE based names are not found
-Actor::sleep(false) now doesn't need to be called in Game::Obj::enable method, because it is now automatically called when Actor::kinematic(false) is called
-improved precision of object angular velocity usage in motion blur effect
-decreased too big motion blur effect when rendering with low field of view
-slightly improved quality of D.mtnLeaks(3)
-slightly improved quality of ambient occlusion when ambient half resolution is disabled and super sampling is enabled
-new method Listener.mute
-new functions Dist(Box,Ball), Dist(OBox,Ball), Dist(Edge,Box), Dist(Edge,OBox), Dist(Box,Capsule), Dist(OBox,Capsule), Cuts(Box,Capsule), Cuts(OBox,Capsule), Dist(Tri,Capsule), Cuts(Vec2,Circle), Dist(Vec2,Circle), Dist(Rect,Circle), Dist(Circle,Circle), Cuts(Rect,Circle), Cuts(Circle,Circle)
-improved precision and performance of Dist(OBox,Plane) function
-slightly improved drawing of world editor heightmaps when textures are disabled from the menu
-slightly improved loading ragdoll state from files in which there was a different version of the ragdoll than currently used
03-03-2010 01:06 AM
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Esenthel Online
Administrator

Post: #2
RE: March 2010
-IMPORTANT: custom shaders should be recompiled according to latest shader headers
-new rendering mode RM_BEHIND
-new method Mesh::drawBehind
-new tutorial "game basics/behind effect"
-included sources for "behind" and "blend" shader to clients with professional license
03-08-2010 12:17 AM
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Esenthel Online
Administrator

Post: #3
RE: March 2010
-IMPORTANT: worlds need to be re-builded
-IMPORTANT: custom shaders should be recompiled according to latest shader headers
-removed D.grassMode method
-removed Grass class (grass should be placed by using objects with new ACCESS_GRASS obejct access mode)
-restored mesh bending when material technique is set to MTECH_GRASS
-converter tool can now be used to unpack encrypted paks after entering valid secure key
-objects in World Editor can now be inserted using list "menu\object\object list" (this is meant to be used for inserting many objects at one time, like grass and trees)
-slightly improved lod billboard generation (setting smooth normal values at texture borders)
-new function Break
-defining macro "DEBUG" before including esenthel engine headers will make the engine more safe for debugging purpose
-new methods Matrix3,Matrix::div(Matrix)
-new method OBox::div(Matrix)
-new method Menu,CMenu::exists(Str command)
-new functions Dist(Box,Box), Dist(Rect,Rect), Cuts(Box,OBox), Cuts(OBox,OBox)
-improved performance of OBox to Box conversion
-world editor will now display objects which type is not listed in the loaded obj_type enums
-world editor heightmaps will now use vertex colors if textures are disabled
-drag and dropping .material .mesh .skeleton .phys files to world editor object properties window will now set the object properties from files
03-14-2010 03:06 AM
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Esenthel Online
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Post: #4
RE: March 2010
-new documentation topic "Beginner's Guide\Importing Resources\Importing Grass"
-fixed DEBUG macro access violation
03-14-2010 03:50 PM
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Esenthel Online
Administrator

Post: #5
RE: March 2010
-IMPORTANT: custom shaders should be recompiled with latest shader headers
-IMPORTANT: Mesh::drawBlend has been renamed to Mesh::drawBlendSolid
-new method Mesh::drawBlend
-new tutorial "shaders/shader combinations"
-new tutorial "shaders/shader parameters for different instances"
-defining DEBUG macro makes now all Memc, Memb and Memx [] operators safe
-removed File::getStr8,getStr16,putStr8,putStr16 (File::getStr,putStr should be used only)
-ShaderCompile has been merged with EngineShaderCompile
-Viewport setting has been moved to Display 'D' methods
-GuiViewport now stores viewport parameters differently (new method GuiViewport::setDisplayView)
-fixed drag and dropping images to gui editor properties
-adjusted scaling of gui shape overlays (arrows and check images) they can now be changed to custom images (by setting Gui.image_* pointers) or disabled (by setting pointers to NULL)
-new member SlideBar::back_image
-new members GuiStyle::corner_scale,corner_offset,top_scale,top_offset (this means that corner/top image positions may need to be re-adjusted on existing gui style's)
-improved performance of full resolution ambient occlusion
-slightly reduced artifacts of ambient occlusion when normal map usage is enabled
-new method App.setCurDir
-GFX files can now be associated with Converter tool which will automatically open them for preview
-MTRL MESH SKEL ANIM PARTICLE files can now be associated with Mesh Editor tool which will automatically open them
-MTRL OBJ files can now be associated with World Editor tool which will automatically open them
-GOBJ GSTL TXDS files can now be associated with Gui Editor tool which will automatically open them
-Vec2 data types can now be adjusted using mouse movements when used as Properties
03-29-2010 05:07 AM
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