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October 2009
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Esenthel Online
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Post: #1
October 2009
-enabling hdr will now not result in fade in from black effect
-improved motion blur effect on big mesh triangles which were partly behind the camera
-removed motion blur velocty length subtract parameter, keeping only motion scale parameter
-improved importing of 3DS, ASE, OBJ and exporting of OBJ formats to automatically include mesh mirroring according to 3d studio max
-added support for Soft Bodies (beta)
-new tutorial "physics/soft bodies"
-updated projects settings (linker\input\additional dependencies)
-world heightmaps will have less lod's when lower quality is selected
-added new methods for physical Wheel's
-Particles will now save paths to the image in local path if possible
-small fixes to Mesh Editor menu commands
-changed the return type of Edit::Area::Data::customLoad method, this allows to automatically store unprocessed chunks for us (please check the updated World Editor source codes)
-creating actors from geometric shapes will now automatically adjust the shape radius if its too small for physics simulation
-slightly increased bias for shadowing
-fixed World Editor which sometimes creates additional empty editing session on program start
10-05-2009 10:09 PM
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Esenthel Online
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Post: #2
Re: October 2009
-new tutorial "advanced/gui/chatbox"
-added ability to draw text with automatic line splitting thanks to D.text(tds,rect,t,auto_lines) and Text::auto_lines
-added new 'BinarySearch' functions
-updated links to exporters in documentaion "resources\mesh\importing"
-improved Collada DAE NextGen importer to create bones from nodes which aren't bones but have animation keyframes and to find textures/materials better
10-07-2009 11:15 PM
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Esenthel Online
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Post: #3
Re: October 2009
-IMPORTANT: because of reducing the Mshr memory usage, mesh formats have been updated, all mesh files of old format type will load slower, in order to receive maximum performance of loading meshes, please update their formats - run Converter Tool, select "Mesh" tab, select "Update Format" option, drag and drop the whole folder of your game data onto the Tool window (before performing this operation you may consider backing up your files, however this shouldn't be needed)
-worlds must be rebuilded
-decreased the number of shader files (which results in smaller engine.pak file)
-introduced new way of accessing the vertex data in shaders using VtxInput struct (please check the updated shader tutorials)
-added new helper functions for transforming positions and directions in shaders - TransformPos, TransformDir
-building worlds is now breakable
-updated world building menu commands to include updating visible areas without cleaning the previous build
-reduced memory usage required for models (Mshr) both in RAM and on HDD
-increased performance of rendering models (Mshr)
-improved mesh simplification method
-introduced new method of simplification world heightmap mesh which results in much less memory usage (RAM and HDD) and faster world loading times
-models in stencil shadow format (if they were created) must be re-created
-fixed mesh lod generation when vertex duplicates are set
-improved Collada DAE importer to correctly set non-animated mesh matrixes
-improved ASE and OBJ importers to correctly handle sub-materials
-improved the algorithm of calculating vertex normals
-updated default grass surface texture
-slightly improved tutorial "demos/day night cycle"
-adjusted explosion motion blur effect
-new helper function RotateOrder which rotates the order of elements in an array
-fixed incorrect menu shortcuts in World Editor after building/syncing/playing world
-fixed "create set" option in Icon Maker tool
10-13-2009 01:09 AM
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Esenthel Online
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Post: #4
Re: October 2009
-improved world terrain mesh simplification algorithm to work better with color and material blending
-added new helper multi-threaded synchronization class "ReadWriteSync"
-increased the speed of building worlds
-fixed GuiObj::child(Int i) method
10-13-2009 10:03 PM
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Esenthel Online
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Post: #5
RE: October 2009
-IMPORTANT: please rename manually created fonts from "*.font.dat" to "*.font"
-added support for creating fonts with huge amount of characters
-new tutorial "advanced/graphics/Font Make Unicode (Chinese)"
-added the ability to launch Esenthel Engine game embedded into DLL
-new tutorial "EsenthelEngineSDK/Extra/Tutorial - Loading Game from DLL"
10-17-2009 11:51 PM
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Esenthel Online
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Post: #6
RE: October 2009
-added missing waypoint to the "game basics/character default animations" tutorial
-improved the speed of moving objects in World Editor when FPP view mode is enabled
-hardware depth buffer is now enabled by default
-removed default _DEBUG preprocessor definition in project settings which allows usage of stl in debug configuration
-simplified Motion class 'event' methods
-added support for TextLine's in passworded mode (through TextLine::password)
-Autoupdate tool will now not remove previously created "Version Control Server.txt" settings
-added helper method Font::replace for replacing drawing of specified characters
10-19-2009 11:19 PM
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Esenthel Online
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Post: #7
RE: October 2009
-IMPORTANT: fonts need to be recreated (Font::create is enough, FontMake isn't needed), because of the new improvement in higher quality when the font is compressed
-resolved the problem of linker error "unresolved external symbol __invalid_parameter_noinfo" when forcing usage of debug libraries
-Mesh Editor will now automatically import and rescale alpha, normal, specular maps from external formats if they're listed in the file
-new acceptable naming system for importing different texture types into Mesh Editor (for example image_norm.*, image_spec.*) for details please check Mesh Editor documentation, Material Mode section
10-21-2009 02:12 AM
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Esenthel Online
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Post: #8
RE: October 2009
-IMPORTANT: mesh material detail maps need to re-applied to the material
-improved material detail maps to support both normal and color details
-updated mesh editor documentation describing applying detail maps to the material
-Material::validate now needs to be always called after manual creating or applying custom changes to the material
-Secure class is now virtual, thanks to which you can develop your own encrypting/decrypting methods
-added new optimizing method Mesh::sortByMaterials (also available in Mesh Editor\Menu\Mesh\Optimize)
-thanks to sortByMaterials method building worlds will result in faster displaying of heightmaps
-updated Esenthel Engine to be compiled using SSE2 optimizations, also please update your projects settings: C/C++ \ Code generation \ Enable Enhanced Instruction Set - Streaming SIMD Extensions 2
-improved performance of applying multi-materials while rendering
-improved performance of OBox::toCorners method
-added new methods Matrix3::scale(Vec dir,Flt scale), scalePlane(Vec nrm,Flt scale) allowing to scale matrix along direction or plane surface
-double clicking on object in World Editor results in automatic selecting of all similar objects to highlighted
-added new shortcut for selecting objects (ctrl+shift+lmb) results in selection of logical AND between selected and highlighted objects
-added new helper buttons to the material brush window allowing to limit the number of materials used on the terrain to increase rendering performance
-clicking many times with LMB on world area while material brush slot selected will result in iterating all materials located at selected spot
-enabled supersampling for RT_SIMPLE and RT_SINGLE_PASS renderers
-improved performance of frequently adding new elements to Memc, Memb and Memx containers, and accessing elements of Memx container
-fixed Constructive Solid Geometry functions
10-27-2009 12:38 AM
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Esenthel Online
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Post: #9
RE: October 2009
-added helper method MeshPart::drawOverlay allowing to draw a mesh part as an overlay in RM_OVERLAY mode
-new tutorial "rendering/tattoos"
10-29-2009 01:07 AM
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Esenthel Online
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Post: #10
RE: October 2009
-new bloom parameters D.bloomHalf and D.bloomBlurs
-added 'cast_shadows' parameter to light objects in World Editor
-left clicking on a mesh part in Mesh Editor mesh or vertex/face mode, will result in selecting the mesh part
-left clicking on a mesh part in Mesh Editor material mode, will result in selecting the mesh part's material
-restored auto creating materials in Mesh Editor when importing
10-30-2009 11:30 PM
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