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Version 34.9
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Esenthel Online
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Post: #1
Version 34.9
fixed Gui Editor tool
improved automatic setting of leaf attachment positions in Mesh Editor
added alternate way of setting leaf attachment positions
added automatic "Mouse Extend" tool closing when running "Mesh Editor" or "World Editor"
added Water waving
added Water lighting with local lights (point, sqr, cone)
added Game::World active range control using World.activeRange() and additional parameter in World.init
12-12-2008 04:09 PM
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Esenthel Online
Administrator

Post: #2
Re: Version 34.1
new tutorial "game basics/character default animations"
Mesh Editor now imports all animations from .x files (automatically saving them), not only the first one like before
Mesh Editor also imports skinned .x meshes without bone blending values (containing only bone index values)
changed "Int value" to "I32 value" in "game basics/custom parameters" tutorial - all saveable variables should be declared of constant size
increased world rendering performance when lots of objects are visible and are spread across the world
enabled getting current screen refresh rate using D.freq()
from now on when Physics precision is set to zero, current display refresh rate is used
reduced character controller stuttering at high fps rates
added new parameters CSkeleton::fur_stiffness, fur_gravity, fur_vel_scale
added new parameter StaticFurGravity and StaticFurVelScale
added mesh fur length (per-vertex) control in Mesh Editor in Material mode
increased performance of rendering many Markers
added option to set unique leaf bending in Mesh Editor, this is useful when most of the leafs are attached in the same position (like palm trees)
Pak::create and Converter tool will now return error when trying to archive a file with too long name
single pass renderer now supports only even numbers of shadow maps, which results in smaller shader data
added new shadow softing option D.shdJitter
ambient occlusion softing (D.ambSoft) can now be set in range 0..2 (previously was 0..1)
slightly improved ambient occlusion effect
ambient light can now be set separately for RGB components using D.ambColor
added optional typing custom Secure key when creating Pak's in Converter Tool
12-16-2008 08:37 PM
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Esenthel Online
Administrator

Post: #3
Re: Version 34.2
new tutorial "game basics/camera modes"
removed 'View' variable and 'VIEW_MODE' enum, this is to be defined manually
added support for Radeon x1k series cards
added shadow jittering to single pass renderer
12-17-2008 04:21 PM
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Esenthel Online
Administrator

Post: #4
Re: Version 34.3
added effect Sun Rays controllable through Sun.rays
updated demo "nature"
updated tutorial "game basics/dynamically created objects" to now correctly use objects default scale while creating new objects
added new parameters for layered clouds "scaleY, rayMaskContrast "
slightly darkened default parameter sky_color in Sky.set function
updated tutorial "geometry/matrix"
new documentation topic "programming/c++"
updated .obj file importing to support also polygon faces (not only triangles and quads)
new PAK creation flag PAK_NO_UNDERLINED
updated Converter tool to use new PAK flag
new tutorial "game basics/extending game object class"
12-21-2008 03:18 PM
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Esenthel Online
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Post: #5
Re: Version 34.4
fixed bug which occasionally prevents from adding new shapes in Phys mode in Mesh Editor
12-21-2008 11:24 PM
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Esenthel Online
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Post: #6
Re: Version 34.5
improved performance of loading shaders
improved shadow mapping for objects close to camera with high range viewports
cache is now multi-threaded safe
added new parameter for Physics creation (Physics.create) specifying if physics simulations should be performed on hardware (PPU/GPU)
updated documentation "programming/memory containers" adding info about Memx container indexes
added new parameter Game::Chr::Animation::speed determining character movement animations speed (from now on while changing movement speed it is encouraged to also change animation speed, for details please check the header)
added clearing constructor for Game::Param class, which is useful in manual object parameters creation
new tutorial "game basics/camera collisions"
12-31-2008 04:38 PM
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Esenthel Online
Administrator

Post: #7
Re: Version 34.6
new effect mesh outline (used through new rendering mode RM_OUTLINE and Renderer.outlineUse method)
new tutorial "rendering/mesh outline"
particles are now displayed properly when super sampling is activated
new parameter D.mtnLeak reducing leaking of blurred background objects into not blurred foreground objects
World Editor Object Edit window now shows if object is a child, temp, file or world object
added new documentation topic "programming/game namespace"
01-02-2009 07:32 PM
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Esenthel Online
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Post: #8
Re: Version 34.7
new helper function InRange(i,elms) which returns if index is between 0..elms-1
new method World::worldDir returning current world directory
new class Game::Waypoint
added "Waypoint" mode for World Editor, allowing to create waypoints
updated World Editor documentation adding info about waypoint mode
added new methods World.findWaypoint(Char *name), World.getWaypoint(Char *name) useful for getting 'name' waypoint stored in current world
new tutorial "game basics/waypoints"
updated tutorial "game basics/character default animations" to use waypoints instead of Light objects
added new method Controller::timeInAir returning amount of time while in air
added Mesh Editor menu option "Main\Import"
added alternative version of Esenthel Engine logo containing alpha channel (data/logo_alpha.png)
01-03-2009 10:01 PM
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Esenthel Online
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Post: #9
Re: Version 34.8
fixed correct direction setting in Game::Chr::actionMoveDir function
01-04-2009 12:37 AM
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Esenthel Online
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Post: #10
Re: Version 34.9
added new class Game::Kinematic which is very similar to Game::Static with the exception that it can be moved
updated graphics for Progress bar Gui object
if Cache exits the application when file not found, it shows additionally the secondary path where file was looked for
Gui.gfx_* are now pointers to Gfx's stored in Gfx Cache - 'Gfxs' (instead of Gfx objects)
new parameter GuiStyle::blur_color allowing Vista Aero like transparencies
new parameter Progress::back_gfx allowing to set background image
Gui CMenu graphics is now taken from new Gui.gfx_cmenu instead of Gui.gfx_button[0]
added more detailed comment of Game::Chr::animate method in its header
Gui Editor tool now loads settings from "Gui Editor.txt" file where you can specify custom resolution
additional parameter to RadialBlurFx function - alpha control
new parameter Water.specular controlling specular amount of light reflected in water
Slider component has new parameters "user" and "func"
fixed Synchronizer tool
new rendering mode RM_OVERLAY used for rendering semi transparent surfaces on solid meshes (for example bullet marks)
Marker can now be drawn in RM_OVERLAY, RM_PRT_BLN and RM_PRT_PAL modes
01-09-2009 09:38 PM
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