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June 2016
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Esenthel Offline
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Post: #1
June 2016
Released Esenthel for Windows, Mac and Linux:
-added more constructors to Str8 and Str classes
-added more +-*/ operators that mix VecI2,VecI,VecI4 with Vec2,Vec,Vec4
-Threads.cancel methods now return the number of canceled calls
-if reloading project element didn't finish before closing the project, then it will be resumed next time (just like importing for the first time)
-added right-click element menu option "cancel reload" for elements that are in queue for reload
-added new EditorInterface methods 'reloadResult' and 'forgetReloadResult'
-Code Editor now has the option to always hide the horizontal SlideBar to have more visible space for code editing

Fixes:
-fixed a bug related to setting incorrect animation bone scales when reloading animation for skeletons that had bone orientations changed or non-uniform scales applied
05-30-2016 07:36 AM
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Esenthel Offline
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Post: #2
RE: June 2016
Updated Esenthel Source:
-added new method Edit.EditorInterface.cancelReloadElms
-D.bloomBlurs can now be set to 0
-updated Google Play Services to latest version

Fixes:
-fixed a minor issue with Theater not refreshing the list when UID was typed into filter text and later removed
-fixed AdMob banners to be at correct position when rotating device on Android
06-02-2016 05:33 AM
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Esenthel Offline
Administrator

Post: #3
RE: June 2016
Updated Esenthel Source:
-added support for OpenVR including HTC Vive
-updated Steam SDK to latest version
-mesh leaf attachment can now be selected on a per-part basis
-added new option to set leaf attachment at current camera target position
-Object Slot Editor has the option to copy slots to memory so they can be later pasted into another object

Fixes:
-fixed a bug in File Browser tool which could result in crash in rare circumstances when sending files over internet but connection was interrupted

Name Changes:
SkelPoint -> SkelSlot
Skeleton.points -> Skeleton.slots
Skeleton.findPoint - > Skeleton.findSlot
Skeleton.getPoint - > Skeleton.getSlot
OculusRift -> VR
OculusRift.init -> VR.OpenVRInit, VR.OculusRiftInit
OculusRift.detected -> VR.OpenVRDetected, VR.OculusRiftDetected
06-06-2016 08:45 AM
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Esenthel Offline
Administrator

Post: #4
RE: June 2016
Released Esenthel for Windows, Mac and Linux:
-added SVN Compatibility (storing Project Data file in text format), to enable please go to new "M" menu \ Project Settings
-TextData now supports storing binary data in text-packed mode (it's used automatically when binary data is detected in strings)
-added a bunch of methods to TextParam class for setting/getting values
-added support for text<->real values conversion in hexadecimal format, like "0x1.12A8C39p-2"
-moved Publishing Options (such as project compression, encryption) into new "M" menu "Project Settings"
-Publishing is now executed instantly, without displaying the old publish window
-parsing TextData is now more restrictive (it will fail if strings or braces are not closed)

Fixes:
-fixed failing to start on Windows Universal ARM platforms which have full shader model 4.0 support (Lumia 950)

API Changes:
-IMPORTANT: UID.asHex,fromHex now operate on bytes in reversed order to increase compatibility with SQL (if you have saved somewhere UID hex string from old 'asHex', then putting it to new 'fromHex' will return different result)
-COMPRESS_LZ4_HC and COMPRESS_LZ4 have been merged together
06-15-2016 10:16 AM
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Esenthel Offline
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Post: #5
RE: June 2016
Updated Esenthel Source:
-if Project Data failed to load from Text File, due to messed up file, then column, line and unexpected character will now be shown in the error message box
-added new method Char FileText.posInfo(Long pos, VecI2 &col_line)
06-16-2016 01:22 AM
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Esenthel Offline
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Post: #6
RE: June 2016
Released Esenthel for Windows:
-increased stability of vehicles at low FPS
06-20-2016 08:01 AM
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Esenthel Offline
Administrator

Post: #7
RE: June 2016
Updated Esenthel Source:
-increased RLE,Snappy,LZ4,ZLib,LZMA decompression speed
-reduced memory usage for decompressing Snappy,LZ4 files
-improved 'Compress' function to generate fewer bytes
-'Compress' and 'Decompress' functions now support Files larger than 4 GB
-added a workaround to avoid 'Compress' and 'Decompress' functions use a lot of stack memory when compiled using Apple compiler (Mac/iOS)
-added new File.size(Long size), File.trim() methods allowing to change file size
-added new "Copy" button to the Build Output region, allowing to copy output into system clipboard

Fixes:
-fixed crash when trying to open(write/read/append) a File that was already opened for writing regular files and had unflushed data
-fixed unresolved VirtualReality symbols when compiling for iOS
-fixed crashes when using Engine compiled in Debug mode on Mac and iOS Simulator
06-30-2016 02:58 PM
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Esenthel Offline
Administrator

Post: #8
RE: June 2016
Released Esenthel for Windows, Mac and Linux:
-added right-click project element list menu option to allow changing mip-map settings for multiple images at the same time
-fixed unresolved VirtualReality symbols when compiling for Android
07-01-2016 05:42 AM
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