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March 2011
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Esenthel Offline
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Post: #1
March 2011
Released for Windows:
-added support for template classes and template functions header generation in code editor
-added support for dynamic_cast, static_cast, const_cast, reinterpret_cast keywords to the code editor auto-complete
-code editor auto-complete now better handles template symbols
-clicking on code editor build result errors will now point to correct .es source line
-added new menu option in code editor "edit/go to line"
-mmb clicking on element in code editor will jump to its definition (this includes also correct detection of operators and polymorphic functions)
-added support for navigate backward/forward using alt+left, alt+right, rmb keys
-fixed bug in code editor when multiple typedefs were defined in one line but only last one of them was detected
-added support for constructors with initializers in code editor
-class member default values can now be specified directly in member declaration inside the class when using code editor
-code editor will now save "simple mode" and "autocomplete on enter only" options to the config file
-code editor will now display more information about autocomplete suggestions
-code editor will now display more information about functions (and its parameters) when function call is being typed
-added new option "sub-pixel" to font creation (can increase font quality only if it will be drawn with 1:1 per pixel scale)
-increased font quality in code editor and header browser
-fixed a bug where Game::Obj::drawPalette was called where drawPalette1 should be called
03-02-2011 02:00 PM
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Esenthel Offline
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Post: #2
RE: March 2011
Released for Windows:
-added support for EE symbols autocompletion in code editor
-added support for previewing EE headers in code editor
-added support for unions in code editor
-added support for nameless structs/classes/unions/enums in code editor
-added support for class auto-cast operators "class X { operator Y(); }"
-added support for overloading -> operators in code editor
-code editor macros now support merging using ## operator
-fixed parsing enum declarations in code editor
-code editor type casting detection now supports enums and auto-cast operators
-code editor now correctly parses const methods (void x()const)
-code editor will now properly process macros with parameters which are also macros
-code editor will now properly process macros which parameters are spread across multiple lines
-fixed processing constructors/destructors when defined outside of class body in code editor
-fixed processing operators when defined outside of class body in code editor
-fixed autocomplete for class static members/methods
-auto-complete will now not list inaccessible members for current scope (for example private members of other classes)
-various fixes and improvements in code editor
-drawing fonts which were created with sub-pixel precision now can support transparency
-new method SlideBar::scrollOptions which can specify the amount of scrolling using mouse wheel and if the scrolling is immediate or smooth
-new code editor option "immediate scroll" allowing to setup immediate mouse wheel scrolling (instead of default smooth)
-ctrl+enter can now be used to jump to definition
-new parameter 'Bool case_sensitive=false' to the StrLibrary::create method
-enabled cycling imm suggestions using pageup/pagedown keys
-restored displaying imm suggestions on windows vista/7
-removed flickering for outline rendering effect
03-11-2011 06:11 PM
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Esenthel Offline
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Post: #3
RE: March 2011
Released for Windows and Mac:
-new documentation topic "tools/code editor"
-new macro "super" in EE C++ headers and Code Editor, defined as "__super"
-fixed processing template functions in Code Editor followed directly by "typename" keyword after "template<..>" (an example is Cache::lockedElm)
-fixed processing template constructors in Code Editor declared outside of class body
-Code Editor now supports only C# like basic data types (bool, int, uint, byte, sbyte, short, ushort, long, ulong, char which is 16-bit, and also following: char8, ptr, cptr, uintptr, flt, dbl, real)
-code editor now supports simplified templates definition ("<TYPE>.." instead of "template<typename TYPE>..")
-added missing Material::validate() call to shader tutorials codes after modifying material parameters
-added new tutorial "shaders/custom light" presenting how to render meshes with custom lighting applied regardless of lights on the scene
-material reflection intensity now depends also on specular texture
-added new temporary KController class (kinematic controller) for physx builds, to solve potential jittering when Controller class (dynamic controller) is used
-fixed importing .jpg files on dx9 (occasionally they could be generated as transparent with alpha channel=0)
-manually defined data types (classes/enums/typenames/typedefs) will now be colorized just as native keywords in code editor
-additional fixes to imm
-updated Esenthel MMO sources so they can be compiled on Mac
-fixed small bug in Map::replaceClass on Mac which may have disabled the ability to connect client to server in Esenthel MMO demo
-added "find" option to code editor (listing exact symbols, closest symbols, text in files)
03-19-2011 07:30 PM
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Esenthel Offline
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Post: #4
RE: March 2011
Released for Windows:
-increased KController sensitivity for detecting ground below
-added support for flying for KController (added 'flying' methods)
-added support for listing polymorphic functions in code editor find symbol
-code editor will now ask for saving changes when closing file or exiting the editor
-small fixes to code editor
03-20-2011 05:52 PM
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Esenthel Offline
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Post: #5
RE: March 2011
Released for Windows:
-Pak creation now supports optional compression (however for best loading performance of data from paks it is encouraged not to use compression)
-updated Converter tool to allow creating compressed paks
-new methods KController::accumulatedForceVel
03-22-2011 08:44 PM
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Esenthel Offline
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Post: #6
RE: March 2011
Released for Windows:
-improved performance of local lights (cone,point,sqr - they will automatically use smaller shadow maps when being away from camera)
-new member D.shdMapSizeLocal allowing to specify global factor for local lights shadow map sizes (0..1, default=1)
-improved memory management of instanced rendering
-new member Game::World.use_early_z_for_terrain which may improve or decrease performance depending on type of your world (needs to be tested manually)
-new methods Renderer.time* allowing to investigate which rendering phases take most time
-updated performance optimizations documentation topic to mention about avoiding enabling mesh material ambient parameters, and added some other informations
-creating paks with enabled compression will now not compress .wav files because sounds are always directly streamed from the hard drive, and playing compressed wav would require decompressing them every time a sound is played
03-24-2011 10:23 PM
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Esenthel Offline
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Post: #7
RE: March 2011
Released for Windows:
-added potential fix for intel graphics black clouds bug
-fixed point shadows for dx10+ since last release
03-25-2011 01:13 PM
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Esenthel Offline
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Post: #8
RE: March 2011
Released for Windows:
-fixed bug in one of latest releases which may have caused crash when rendering solid/alpha-tested grass
03-26-2011 07:46 PM
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Esenthel Offline
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Post: #9
RE: March 2011
Released for Windows:
-code editor will now treat 8-bit and 16-bit chars separately (mainly used for function autodetection when typing parameters for function call)
-code editor now treats '' characters and "" texts as 16-bit by default (like c#), for 8-bit please use 8'' and 8""
-visual studio .lib files can now be drag and dropped to code editor project view (this will make them automatically included in the final linking process)
-code editor now supports using custom 3rd party libraries (headers and lib files) by specifying them in new option "properties" activated by right-clicking on application in project view (auto-complete for 3rd party libraries is not yet supported)
03-27-2011 12:41 PM
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