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October 2011
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Esenthel Online
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Post: #1
October 2011
Released for Windows:
-IMPORTANT: because Meshes can be linked with Skeletons in the Model Editor, storing skeleton in object parameters (Game::ObjParams::skeleton) has been removed, if an old .obj file contained skeleton information then you can still access it from ObjParams::findParam("skeleton"), because old .obj files which contained the skeleton information will now treat it as custom parameter, new .obj files will not contain the skeleton member and will not create skeleton parameter upon load, in order to access the skeleton of an object it is recommended to use "if(MeshPtr mesh=obj_params.mesh())mesh->skeleton()"
-IMPORTANT: removed Game::Item::skeleton (previous savegames may not work)
-IMPORTANT: integrated Recast/Detour pathfinding library (worlds need to be rebuilt in order to use the new functionality)
-IMPORTANT: once the new pathfinding is complete and considered stable, old World 2d pathfinding, World Editor Path edit mode and Game::AreaPath will possibly be removed (this should happen in one of the few next SDK releases)
-IMPORTANT: updated Game::Chr pathfind sources to use Recast/Detour path meshes and not World 2d paths from path edit mode (previous savegames may not work)
-new member ObjParams::path and World Editor Object Properties PathMesh mode used to specify whether an object should be included in path mesh generation or not (default=true, should be set to false for dynamic characters and movable objects)
-added new classes PathSettings, PathObstacle, PathMesh, PathWorld
-added new member Game::World.path used for recast pathfinding in current world
-World building process in the Editor now has additional phase of path mesh generation (path meshes will be generated out of object physical bodies, objects with path mode OBJ_PATH_IGNORE will be ignored)
-Game::Door now has additional member 'PathObstacle obstacle'
-World Editor game mode now supports move to target on left mouse click in isometric view
-updated "game basics/pathfind" tutorial
-materials with blend technique now support reflection maps (shaders in engine.pak were updated, ineisis lite data was updated)
-adjusted PHYS_MTRL_CHR physics material (in CSS_MATERIALS mode) friction to anisotropic, to better allow sliding along walls when moving towards them
-MeshBase create from PhysPart method will now create mesh even if the phys part is a geometric shape
-MeshBase create from MeshLod will now use MeshRender if MeshBase is not available in parts of the lod
-new MeshBase create from MeshPart method (which uses MeshBase or MeshRender of the part if it's available)
-changed keyboard shortcut in world editor game mode for previewing physics from caps lock to slash
-added new keyboard shortcut in world editor game mode backslash to preview path meshes
-added more comments for Game::Obj::canBeSaved method
-improved precision of converting Cone shape to Box shape
-added new methods for converting other shapes to Box shape
-fixed world editor object properties quick select for phys and material
-fixed world editor cursor collision detection with objects of very big sizes (spanning across multiple areas)
10-02-2011 08:19 PM
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Esenthel Online
Administrator

Post: #2
RE: October 2011
Released for Windows:
-new Game::OBJ_PATH enum OBJ_PATH_BLOCK that will completely block a path mesh generation (will not create path mesh even on flat faces)
-Game::ObjParams::path will now work also for small embedded objects
-fog will now always be disabled for world editor mini map generation
-FileText::fullLine,getLine,getValue,getName will now correctly process TAB characters
-slightly modified world editor 2d path management: because the main pathfinding is now based on 3d PathMeshes, 2d paths are now optional and are not automatically created when inserting heightmaps, instead they now need to be inserted/deleted using insert/delete keys from the menu (just like heightmaps are) or by painting paths with LMB/RMB which will also create the paths in the areas, areas in the editor that do not have 2d paths will now be covered with transparent white quads
-if 2d paths are no longer needed in old worlds then it is recommended to delete them using del key in the editor, this will make the world areas load faster in the game
-optimized PathMesh generation to produce data with smaller sizes
-fixed Converter error when trying to perform operations on meshes
-decreased LZMA compression level for PathMeshes which reduces memory usage from 160MB to 24MB
10-10-2011 09:15 PM
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Esenthel Online
Administrator

Post: #3
RE: October 2011
Released for Windows:
-PathMesh generation settings (PathSettings) can now be modified in the World Editor Path mode
-files "*.world/edit/settings" now use Edit::WorldSettings class, while "*.world/game/settings" still use Game::WorldSettings class
-updated Uploader tool to generate Windows friendly line endings in php update script
-fixed restoring specific file version from Data Browser data server sync, without prior synchronization
-small improvement to synchronization of deleted files and folders in Data Browser sync (Data Server must be updated)
-Bool VersionControl::list(C Str &dir_name, Memc<ElementHistoryNode> &elements) now recursively processes deleted folders too
-new methods Image::crop3D, resize3D, pixel3DFI, color3DFI, pixel3DFIC, color3DFIC
-PakUpdate now supports optional compression (and will now not decompress previously stored files)
-new members PakNode,PakFileData::std_dir,compressed (allowing to specify if file was originally a stdio folder, or if the file data is already compressed)
-Converter will now display message box when pak creation failed (possibly out of disk space)
-editing world 2d paths in the editor now requires activating path 2d mode (new on-screen button visible in path mode)
10-14-2011 08:30 PM
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Esenthel Online
Administrator

Post: #4
RE: October 2011
Released for Windows:
-fixed Enum::loadH(Str name) when reading enums having TAB characters
-fixed Param::changeType(PARAM_TYPE type, Enum *enum_type) when changing only enum_type for PARAM_ENUM (which fixes changing world object parameter type from enum to different enum)
-Image::draw3D now uses clamp texture addressing mode
10-16-2011 02:51 PM
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Esenthel Online
Administrator

Post: #5
RE: October 2011
Released for Windows:
-new method Game::WorldSettings::compatible
-updated Ineisis Lite sources to use 'Game::WorldSettings::compatible' method instead of old and no longer available != operator
10-16-2011 06:36 PM
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Esenthel Online
Administrator

Post: #6
RE: October 2011
Released for Windows, Mac and Mobile:
-IMPORTANT: updated xcode project settings for Mac and Mobile SDK
-updated Mac and Mobile SDK to Xcode 4 (both SDK also feature all updates since last Mac/Mobile release, this includes support for FBX, DDS and PVRTC formats, SQLite, Recast pathfinding, etc)
-updated Bullet physics library to version 2.79 (this applies to Mac and iOS SDK)
-fixed GuiObj::activate to not set keyboard/window focus to an object if any of its parents are hidden (which fixes trying to connect to data server when starting the Editor in Data Browser mode and pressing enter)
-ExportOBJ function will now use MeshRender from MeshPart if MeshBase is not available (which fixes Converter tool export to wavefront obj for meshes without software version)
-fixed PhysPart::adjustStorage since last release (which fixes Converter adjust physical body storage)
-added support for APP_RESIZABLE in Mac OS X Lion
-minor improvements to DataBrowser gui objects focus management
-status bar for iOS apps will now be hidden at startup
-new member App.valid_orientations for mobile devices
-new macro DESKTOP enabled when compiling for WINDOWS or MAC
10-19-2011 10:47 PM
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Esenthel Online
Administrator

Post: #7
RE: October 2011
Released for Mobile:
-added support for running mobile sdk in iOS simulator (5.0), previously only 4.3 was tested
-added support for screenshot function in mobile sdk
10-20-2011 06:48 PM
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