Esenthel
Administrator
|
Version 35.9
Game::Obj now has additional parameter - id, which is automatically set to a random value at object creation, this is useful for referencing objects taking in mind that they can later be removed
new helper class Reference working as an object reference (using pointer to object and its 'id' member)
new tutorial "game basics/object references" showing how to properly use object referencing using Reference class
added new methods for ObjParams class allowing for programatic configuring this class objects (not only through World Editor)
new class MeshOverlay as an alternative to Markers, MeshOverlay is slower but it's overlay applies only to the specified mesh
new function World.terrainAddOverlay used for applying image overlays onto the terrain
new function World.terrainAddMarker used for applying Markers onto the terrain
new tutorial "game basics/big overlays" showing how to properly use Mesh Overlays
new tutorial "game basics/small overlays" showing how to properly apply Markers on Objects
Mouse Extend tool now closes FireFox tabs on middle mouse button, just like on Internet Explorer
added Number2 and Number3 classess (similar to Vec2, Vec classess)
changed default orientation of Marker matrix (from now on x,y vectors determine surface vectors, and z determines perpendicular to the surface)
updated tutorials "rendering/markers" and "game basics/pathfind"
|
|
01-11-2009 08:32 PM |
|
Esenthel
Administrator
|
Re: Version 35.1
World Editor will now highlight scale textline of objects which are scaled but have Phys bodies disallowing scaling
new members Image::color, color_add
new tutorial "projects/inventory"
removed 'power' component of 'Sun' and 'LightDir' - only 'color' component should be used
mesh outlines can now be used with transparency
updated tutorial "rendering/mesh outlines"
Renderer.screenShot now has additional parameter 'alpha' which can include saving alpha transparency in images
World Editor can now set additional grass range visibility
Mesh Editor and World Editor can now select new ambient light values
keyboard shortcut constructor (KbSc) now automatically detects if the input is 'char' or 'KB_BUTTON''
fixed importing wavefront .obj files with no texture coordinates
importing wavefront .obj formatu automatically generates materials and textures
new additional virtual method Game::Obj::itemRemoved(), similar to itemRemoved(Item&) but called after removal of the item
multiple suns may now be used ('Sun' has been changed into a container of 'Suns')
new parameter Sun::glow allowing to specify if a sun glows
new parameter Sun::blend allowing to specify if sun gfx should be blended or added onto the screen
replaced parameter Sun::sun_color with gfx_color which is of U32 type, and contains alpha channel
new tutorial "rendering/suns"
added 'clear' method and comparing operators to Reference class
Actor::addForce(Vec force,Vec pos), addVel(Vec force,Vec pos) now apply forces in world space, not local space
new method Actor::addImpulse(Vec impulse,Vec pos) which applies an impulse at given world space position
updated tutorial "game basics/small layers" to use more correct vectors for actor impulse applying
|
|
01-17-2009 01:21 PM |
|
Esenthel
Administrator
|
Re: Version 35.2
changed parameters in Mesh::setRender method
replaced Const game object modifier to Access Mode (default, const, embedded into terrain)
updated documentation "Resources/Objects" describing usage of object Access Modes
added support for very big static objects (of size more than 32 meters) through ACCESS_EMBED object Access Mode
if an object in World Editor doesn't have Mesh, but has Phys, Phys will be used for drawing the object instead of a simple ball
Phsb::draw and Phys::draw now show physical bodies of all types (including Mesh and Convex)
object preview in World Editor now shows physical bodies of Mesh and Convex type
importing .ase format in Mesh Editor now automatically imports materials and textures
Worlds need to be rebuilded in World Editor (Menu\Main\Build)
Mesh Editor will now display error message when creating a skeleton with more bones than available maximum allows
added keyboard shortcuts for World Editor allowing to move like a FPP camera
World Editor will now highlight scale textline of objects which are scaled but have Phys bodies disallowing scaling, or the object is too big and it's not in ACCESS_EMBED mode
|
|
01-19-2009 10:39 PM |
|
Esenthel
Administrator
|
Re: Version 35.3
removed unnatural occasional character acceleration while in movement
added new parameters for Material - ambient, light_map
meshes which want to use ambient member must be rendered in RM_LIGHT mode
added support for lightmaps
added support for b3d (BlitzMax) file format
fur length is now calculated from Material::detail_power (unlike previously color.alpha)
new texture control parameter D.texQuality allowing to decrease default texture quality (by using smaller mip maps)
|
|
01-20-2009 10:41 PM |
|
Esenthel
Administrator
|
Re: Version 35.4
fixed a crash in Mesh Editor when generating Lod levels on models without texture coordinates
fixed a bug in scaling physical bodies made from box'es in World Editor
|
|
01-21-2009 07:19 PM |
|
Esenthel
Administrator
|
Re: Version 35.5
added new parameter 'size' for BloodFx::create method
added option to swap #0 with #1 texture coordinates in Mesh Editor material mode
clicking with Left Mouse Button on Lightmap texture in Material Edit in Mesh Editor swaps the Lightmap with Diffuse texture
improved B3D format importing
improved automatic Ragdoll creation from non standard skeleton
new methods Game::World.objQueryAdd and objQuery based on a Capsule
new method Controller::radius(Flt radius) for dynamically changing the capsule actor radius
BodyU bone is now no longer required in Game::Chr skeleton
added new mode in Converter tool - Rename, allowing to easily rename bone names in lots of files at once (animations and skeletons)
added new member for skeleton bone SkelBone::flag
only bones with enabled flag BONE_RAGDOLL will be included in Ragdoll creation
setting BONE_RAGDOLL flag can now be done in Mesh Editor using Menu option "Toggle Ragdoll Bone Ctrl+R"
new method Physics.timestep allowing to specify how physic updates should be performed
|
|
01-24-2009 02:36 PM |
|
Esenthel
Administrator
|
Re: Version 35.6
fixed a small bug in motion blur
Game::Chr::actionMoveTo now returns true or false if path found successfully
|
|
01-25-2009 09:44 PM |
|
Esenthel
Administrator
|
Re: Version 35.7
new method D.edgeDetect allowing for edge detection (used for cel-shading)
new member Renderer.cel_shade_palette (used for cel-shading)
new tutorial "rendering/cel shading"
added shadow jittering also for LightCone lights
updated NxCooking.dll file, please update your versions according to provided version
updated version of NxCooking.dll eliminates crash when creating physical Cloth
improved Reference class operators == and != to work properly when comparing against NULL objects
|
|
01-28-2009 09:48 PM |
|
Esenthel
Administrator
|
Re: Version 35.8
drag and droping file onto the World Editor, Object Properties window, textline parameter value of String type, will make setting the parameter to the file path
fixed character skeletons to have properly ragdoll bones enabled, which fixes ragdoll in tutorials
improved shadow jittering
|
|
01-29-2009 03:39 PM |
|
Esenthel
Administrator
|
Re: Version 35.9
fixed a bug which very rarely may result in crashing Gui Editor on some systems
added support for importing skin and skeleton information from B3D format (however B3D format skeleton information is limited, and skeleton bone directions need to be re-adjusted manually)
|
|
01-31-2009 05:38 PM |
|