Esenthel
Administrator
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May 2016
Updated Esenthel Source:
-added option to rescale original object based on currently selected world object in the World Editor
-terrain grid is no longer displayed in World Editor Object mode, it will show only if grid align is enabled
-improved precision of "mesh extract from atlas" if source image size was not power of 2
-object editor transform now has ability to rescale depth to a custom value just like rescale height
-tweaked FXAA to be more sharper
-changed default value of D.bloomBlurs from 2 to 1
-tweaked Neon Gui Skin icons to make them sharper
-creating Fonts will now correctly process full-width Japanese space characters
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05-02-2016 11:49 AM |
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Esenthel
Administrator
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RE: May 2016
Updated Esenthel Source:
-project Object element ID can now be pasted into World Object List to get all instances of that object
-Object Adjust Bone Orientations functionality can now specify mode for setting Hand bone orientations
-added Undo/Redo keyboard shortcuts to World Editor
-keyboard focus will not be switched to the Viewport if currently TextLine is selected
Name Changes:
Edit.WorldObjDesc.world_obj_id -> instance_id
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05-03-2016 09:08 AM |
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Esenthel
Administrator
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RE: May 2016
Updated Esenthel Source:
-fixed a bug when World Path Mesh will not be set for an Area that never had any objects or terrain stored inside of it, but there is an object located nearby which size spans over that area
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05-04-2016 02:11 AM |
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Esenthel
Administrator
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RE: May 2016
Updated Esenthel Source:
-added 90 degrees rotation buttons to Object Transform Panel
-added option to bake material color multiplication onto the texture (which may help in increasing compression quality if the texture was initially very dark, you can try doing this if you use material color with values >=1.5)
Fixes:
-fixed App Exiting when trying to create a Convex Phys Body from a flat quad, due to PhysX error report
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05-05-2016 04:15 AM |
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Esenthel
Administrator
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RE: May 2016
Updated Esenthel Source:
-implemented a new Special Effect "Night Shade" (available in D.nightShadeColor and Environment Editor inside Ambient section) which works a bit like Ambient, however it's more suited for setting moody single-color highlights of dark pixels (that have small amount of light), it's great for night-scenes or for night-vision effects, it works only in Deferred renderer
-glow pixels in deferred renderer will now be lit even without any lights on the scene
-added support for importing single channel PSD files
-added new option to Theater to display only elements which have invalid references
-added new option to Theater to use alternative Light direction
-added 'Sqrt' functions for Vectors
-updated Game Object class C++ source code
-added a new tutorial "Apps\14 - Game Basics\24 - Destructible"
-slightly decreased default D.bloomScale from 0.6 to 0.5
-changed default sky color
-added new method EditorInterface.curObject
-increased bloom performance on DX9/10/11
-reload function for animation elements now has new options to configure speed factor and keyframe optimization factor
-using "apply speed" on animation will now adjust the source file parameter so when doing reload later, the speed factor will be applied
-added new method to the EditorInterface for getting currently opened Material
-improved precision of "Detect Similar Textures"
-mesh reverse will now work better for quad faces in case they have non linear UV stretching
-D.eyeAdaptationBrightness is now configurable from within the Editor Video Options Advanced
-added D.eyeAdaptationWeight function
-improved how eye adaptation works
-added new functions 'SRGBToLinear' and 'LinearToSRGB'
-added dithering support to the sky shader allowing to achieve smooth gradients without the need for high precision color render target
-updated mesh importing to remove unused vertexes and fix vertex normals if some of them were not set
-added "Open Object Material" function to Object menu in the World Editor
-improved lzma pak compression performance if only compressing one file
-added right-click menu option for multiple material elements for reloading their base textures
Fixes:
-fixed generating ICO files
-fixed "mesh align vertex normal towards up" to take into account if mesh was transformed (rotated)
-fixed app window changing position incorrectly after being requested to snap to the side of the desktop on Windows (aero snap)
-fixed Editor LOD Preview Draw At Distance rotating mesh around World Center instead of Mesh Lod Center
API Changes:
-D.bloomContrast has been removed
-D.eyeAdaptationWeighted has been removed
-D.eyeAdaptationContrast has been removed
-D.eyeAdaptationExposure now known as D.eyeAdaptationBrightness operates on a different scale now
Name Changes:
D.bloomOverbright -> D.bloomMaximum
D.eyeAdaptationExposure -> D.eyeAdaptationBrightness
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05-19-2016 08:33 AM |
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Esenthel
Administrator
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RE: May 2016
Updated Esenthel Source:
-Esenthel Builder will now automatically copy Engine Debug library files to the Editor folder when compiling in Debug mode, so they can be used for testing custom apps with engine in debug mode (which means that when you compile Engine in Debug mode using Esenthel Builder, you no longer need to manually copy the engine library files, however remember that they will replace the Release library files, to restore Release library files, simply click normal Engine compilation without "(debug)" mode)
-added support for very long sounds (with 64-bit index offsets)
-added support for playing Vorbis and OPUS sounds from WEBM files
-added method for decoding OPUS audio directly into a custom memory pointer
-added a bunch of common special unicode characters as constants to headers, such as CharBullet, CharDegree, CharStar, etc.
-added option to use higher quality texture format for iOS platform (configurable in the Material Editor)
-updated libmpg123 to the latest version
-improved FBX importer to mark nodes as bones if they have some animation even if they don't have a mesh which helps in importing FBX animations that have only nodes without any mesh attached to them
-Project Comparison now has the option to display all elements that exist in one project, but don't exist in the other one
Fixes:
-fixed looping FLAC files if sound time position was manually changed
-copying Object to another project will now include Body Object+Mesh+Skeleton (if any) in the dependencies instead of just the Body Mesh+Skeleton
API Changes:
-UTF_8 is now the default encoding mode for saving files using 'FileText' class
-Time.time* methods now return Dbl instead of Flt for extra precision, which is important for long running server applications
Name Changes:
Memp -> MemPtr (to avoid confusion that it's a memory container, but rather a pointer to a memory container)
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05-25-2016 07:19 AM |
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Esenthel
Administrator
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RE: May 2016
Updated Esenthel Source:
-'FileText' will now correctly process ANSI multi-byte characters on Windows
-'ConsoleProcess' will now correctly process multi-byte characters on Windows (which includes Visual Studio compilation output)
-added support for displaying Japanese characters in compilation Build Output
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05-26-2016 04:21 AM |
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