Esenthel
Administrator
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January 2011
Released for Windows:
-IMPORTANT: SoftBodyMesh file format has been updated, previously saved softbody files will not work
-Object Physical Bodies can now be directly created in the World Editor Object Properties window using "Quick Create" ComboBox (file will be automatically saved to the same path as mesh file)
-adding shapes in Model Editor Physical body mode will now try to automatically match the size of the Mesh
-simplified access/adding/removing of certain elements (Skeleton::bone,point; Animation::bone,event; Mesh::part; Particles:: p; ..) to new Mems (Memory Simple) containers (which work almost exactly as Memc containers, except they use slightly less memory, however are slower when it comes to adding/removing elements)
-Mems are now suggested as complete replacement for c++ pointers which allocate memory, as Mems like all other containers automatically release the memory, provide automatic debug InRange checks, and many other built-in functions
-each text character is now per-pixel aligned when drawing text, which can result in better quality if text draw settings scale is set to per pixel size
-removed Ms.inv,invert
-removed GuiCustom pointer to methods _update and _draw, please override virtual update/draw methods instead (an example of 'draw' method would be : draw(..) {if(!gpc.hidden && !hidden()){D.clip(gpc.clip); ..draw..}}
-updated some of the tutorials to use MaterialLock during rendering instead of Mesh::setMaterial, as 'setMaterial' shouldn't be used during rendering as it's too slow
-fixed small artifacts in mesh outlining effect
-removed D.text(.., Char* left, Char* right, ..)
-merged renderer.h with rendertargets.h
-material ambient color will now work also in forward and simple renderers
-moved some headers to H\_\Extra\
-fixed small bug in World Editor when overwriting object properties didn't modified other objects using that properties
-fixed bug in Mesh::boneRename and ClothMesh::boneRename
-new world editor menu option "view/physical bodies"
-added support for importing TGA files under DX10+ and OpenGL
-added option to align objects to vertical grid in World Editor
-various small fixes
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01-05-2011 12:26 AM |
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Esenthel
Administrator
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RE: January 2011
Released for Windows:
-fixed crash when adding new bone to skeleton in Model Editor since last release
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01-06-2011 05:05 PM |
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Esenthel
Administrator
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RE: January 2011
Released for Windows:
-IMPORTANT: added 'volumetric' parameter to object lights (point and cone), and 'angle' parameter to cone lights, because of this previous savegames may not work, also default access mode for lights has been changed to Constant
-added support for volumetric lights in Forward renderer
-added new object type OBJ_ANIMATABLE and Game::Animatable class
-Game::Waypoint::pos now has additional default parameter "smooth" which allows accesing spline smoothed position
-new method Cpu.name() allowing to access cpu name
-fixed minor issue in Memx container sorting, which may have disabled the ability of removing object parameters which were overriding the default value
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01-08-2011 08:17 PM |
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Esenthel
Administrator
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RE: January 2011
Released for Mac and Mobile:
-IMPORTANT: Mac SDK has been updated with all features available on Windows since last Mac release (most importantly integrated Editor)
-IMPORTANT: Mobile SDK has been updated to newest engine version
-IMPORTANT: added support for PhysX and physical clothing on Mac (SoftBodies not yet available)
-IMPORTANT: Mac SDK is now 32-bit (instead of previous 64-bit) which adds support for 32-bit cpus
-added support for converting to PVRTC textures under Mac
-fixed bug of creating fonts with minimum filter applied on Mac
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01-10-2011 03:43 AM |
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Esenthel
Administrator
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RE: January 2011
Released for Windows:
-introduced new Header Browser tool for simplified browsing EE headers (including powerful Find option and integration with Visual Studio), please check documentation for more info
-removed doxygen "Extra/Api Reference.chm", please use header browser instead
-Text,TextLine::operator() now returns C Str& instead of CChar*
-TextPos, TextPosI functions have now additional default parameters (case_sensitive=false, whole_words=false)
-removed auto casting for vectors of different dimensions (for example Vec<->Vec2)
-removed PHYS_MTRL_GRASS, PHYS_MTRL_ICE, PHYS_MTRL_MUD, custom physical materials should be defined manually
-LZMACompress, LZMADecompress, ZLIBCompress, ZLIBDecompress functions were hidden, please use universal Compress/Decompress functions instead
-template Node<TYPE> class now directly inherits TYPE (Node : TYPE) instead of storing it inside struct as data (Node { TYPE data; ..})
-Gui List 'elm' indexes will now correctly handle hidden elements (which were set using custom Bool *visible array)
-removed Mem*::saveRaw,loadRaw methods as they are not safe for different cpu endiannes, please save/load data manually
-Game::Animatable class can now support physical bodies as static actors (previous savegames may not work)
-CSkeleton can now be created from NULL Skeleton*
-removed CSkeleton::create(Str skel, ..) please use CSkeleton::create(Skeletons(skel), ..) instead
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01-16-2011 10:26 PM |
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Esenthel
Administrator
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RE: January 2011
Released for Windows:
-IMPORTANT: SyncEvent,Thread,Download::del,wait(Int milliseconds) now use <0 values as infinite time, and 0 as no waiting
-object parameters in World Editor can now be modified while many objects are selected
-new method CheckBox::setMulti allowing to set checkbox visuals to both true and false (using Gui.image_checkbox[2])
-Header Browser will now directly display which classes extend highlighted one
-added new shortcut keys for moving all points in a waypoint together
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01-18-2011 12:14 AM |
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