Esenthel
Administrator
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May 2014
Updated Esenthel Source:
-added new class 'ShaderParamChange' that allows to specify 'ShaderParam' changes for specific Mesh.draw calls
-added new functions 'LinkShaderParamChanges' and 'UnlinkShaderParamChanges' that allow to enable shader param changes for specific mesh drawing
-changed the way Blocks are created (instead of passing neighbors, you pass a custom class with virtual function as a callback that gets blocks at given coordinates)
-Blocks can now be created with precomputed lighting by passing array of lights
-BlocksMap now supports 'light' method that allows to calculate light at a given world position
-importing materials will now preserve the original texture path even if it was not found
-removed slow downs when importing material textures into the Editor
-removed dependency on the Squish library
-improved performance of importing materials which textures already exist in the project
-importing project elements is now multi-threaded, which means that on modern CPU's it can now be 8x times as fast as before
-editor now has an option of merging similar materials in a project through the new command "Merge Similar Materials" from the "M" menu
-editor Export Code to Projects now sets EE_PUBLISH to true
-animation editor will now adjust D.viewFrom/viewRange to correctly display small/big meshes
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05-05-2014 01:44 AM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-added new function 'Tokenize' which can split strings into tokens
-added new option "Split Animation" on right-click menu for animation elements and in the Animation Editor, which is a much faster way of splitting animation into multiple tracks, than doing one-by-one through "reload element"
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05-05-2014 08:33 AM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-material texture description in the Material Editor will now display its resolution
-when trying to load a texture that is too big than what the hardware can support, then it will be loaded at a smaller size (this means that you can make textures as big as you want, without worries that they will fail to load on some devices)
-added new function 'SmoothOffset'
-objects will be previewed from the top if they're flat
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05-07-2014 02:49 AM |
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Esenthel
Administrator
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RE: May 2014
Released Esenthel for Windows, Mac, Linux, Android, iOS and Web:
-Editor now features an option of limiting material texture sizes when publishing the game (you can specify a global limit in the Project Publish Settings, or specify this on a per-material basis in the Material Editor) thanks to which you can greatly reduce the size of your game if your textures were huge
-new function 'ImageLoadHeader' that allows to load only the header of an Image without loading the actual Image data
-fixed parsing symbols in Code Editor that start with a modifier keyword followed by global access operator like "static .Str xx" and similar
-Icon Editor now features the ability to specify animation and its time position thanks to which you can create icons of a specific pose
-fixed correct highlighting of the "#undef" preprocessor keyword
-using 5th mouse button on Project Elements will close them or their parents
-fixed artifacts when creating compressed images of non-power of 2 size since last release
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05-10-2014 11:31 PM |
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Esenthel
Administrator
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RE: May 2014
Released Esenthel for Windows, Android and Web:
-fixed MeshBase.createHalf to create vertexes aligned to the bottom (which fixes incorrect Layered Clouds effect since last few releases)
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05-15-2014 11:04 PM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-PathFind 2D now allows to disable diagonal movements in a single step
-PathFind now correctly returns path in order from start to end (unless 'reversed' param is set to true), previously the order was always reversed
-added 'reverseOrder' method to all memory containers
-slightly improved performance of particle vertex shader for motion blur stretching (it also now works the same on different aspect ratios)
-GuiStyle now has additional images for sides and bottom
-GuiStyle now has alternative draw method that allows to specify color multiplier
-Font Maker will now try to auto align font vertical positions based on their baseline
-Renderer.combine will now work also for Mobile platforms (cases when there's no depth texture) which means you can now draw 3D elements on top of existing UI and very fast
-PhysPart.createMesh methods now have additional parameter 'Bool keep_face_indexes' which allows to preserve original face indexes from the source mesh
-new function 'ColorBA' which works as 'ColorBrightness' and 'ColorAlpha' functions combined together
-shadowing for Icon Settings is now set for each light separately
-added 'UID' based file opening/reading methods for 'FileText/TextData' classes
-new 'SetStencilMode' function allowing to draw custom blended meshes only on terrain - meshes that were drawn with "SetStencilValue(true)"
-new 'Animation.eventCount' method allowing to count the number of events of a specified name in an animation
-added a mechanism that prevents opening the same project in multiple editors at the same tame (which could result in corrupt/lost data on the changes made in one Editor)
-drag and dropping a mesh file onto existing object will now list a new option "import and add to existing object" which allows to combine multiple meshes
-improved importing of PSD files which have alpha channels
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05-24-2014 09:34 PM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-updated "Esenthel Builder" source + .exe file (it now allows to specify Visual Studio and Android NDK paths directly in the app if they were not auto-detected)
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05-26-2014 11:25 PM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-fixed freezing Actor position a few frames later when its rotation was already frozen
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05-27-2014 01:23 AM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-removed max stretch limit for particle motion
-added new parameter 'motion_affects_alpha' to particles
-particle motion direction stretching is now much more precise (thanks to this and above, particles are now very suitable for simulating fast moving sparks)
-added support for particle motion stretching on mobile platforms
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05-27-2014 07:25 AM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-added support for declaring custom caches in the Code Editor through the DEFINE_CACHE macro
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05-28-2014 05:21 AM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-added some memory safety for iOS to avoid very rare crashes
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05-28-2014 07:03 AM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-added support for Google VP9 WEBM Video playback - a video compression that is superior to H264 codec
-included Esenthel Logo Animation assets in the Editor's "Assets/Logo" folder
-added new tutorial "Demos/Esenthel Logo Animation" showing how to display Esenthel Logo Animation
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05-30-2014 04:40 AM |
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Esenthel
Administrator
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RE: May 2014
Updated Esenthel Source:
-updated Theora to latest version which offers much faster performance (especially on Android)
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05-31-2014 02:28 AM |
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