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November 2016
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Esenthel Offline
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Post: #1
November 2016
Released Esenthel for Windows, Mac and Linux:
-Path Obstacles will now be processed on a separate thread, allowing to rebuild path meshes without waiting for them on the main thread
-added more 'Threads' class methods that allow for queuing index based calls
-greatly improved LOD generator to better process borders (edges that have a face only on one side)
-improved LOD generation for meshes that are originally small but scaled
-improved epsilon scale selection for vtx welding for meshes that are originally small but scaled
-changed default anisotropic filtering from 8 to 16
-added new transform commands to importing material textures (grey, greyPhoto, setHue, addHue, avgHue, mulSat, addHueSat, setHueSat, setHueSatPhoto, avgLum, medLum, avgContrastLum, medContrastLum, contrastLum, contrast, inverseRGB, inverseR, inverseG, inverseB)
-forced setting screen resolution to stretch mode for Windows OpenGL and DirectX APP_DX_FAKE_FULLSCREEN which results in correct aspect ratio for these cases
-Image.stats can now additionally calculate color median and mode
-added new method Str Steam.userName()
-improved importing animations in case object was transformed, and root skeleton bone was removed
-new right click project element list menu option: Operations\Material\Set RGB to Edited Material
-new right click project element list menu option for multiple elements: Replace Name Part, allowing to replace the same name part in all selected elements
-added new functions Str Trim(..), and Str.trim(..)
-implemented new CyclicUShort and CyclicUInt classes
-added support for importing XNALara/XPS ascii meshes
-improved 3d model importing, to handle corrupt data and better handle cases for vtx skinning that has more bones assigned than what engine allows
-slightly improved performance of importing FBX models
-updated to latest Steam SDK, PNG, ZSTD, OPUS and JpegTurbo libs
-added a new callback Physics.simulation_step_completed
-added OneDrive shortcut to File Browser tool

Fixes:
-fixed 'SRGBLumOfLinearColor' and 'SRGBLumOfSRGBColor'
-minor fixes to setting bone types when importing 3d models

Name Changes:
Image.getMinMaxAvg -> Image.stats
Physics.simulationTime -> Physics.cpuTime
fixed typo for *occured* -> *occurred*

API Changes:
-removed 'border_priority' parameter for mesh simplification methods (it's now used automatically)
11-15-2016 06:04 AM
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Esenthel Offline
Administrator

Post: #2
RE: November 2016
Released Esenthel for Windows, Mac and Linux:
-increased Android Device Log buffer capacity
-added an extra null check safety for Android
11-17-2016 01:19 AM
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Esenthel Offline
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Post: #3
RE: November 2016
Updated Esenthel Source:
-improved mesh LOD generation to better process vtx skinning, normals, etc. at UV seams
-improved FBX importing for meshes which have quads that are not flat

Fixes:
-added a workaround for iOS not handling ETC textures correctly on OpenGL ES 2 devices
11-25-2016 08:13 AM
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Esenthel Offline
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Post: #4
RE: November 2016
Updated Esenthel Source:
-improved LOD generation to better handle double sided faces and texture mirroring
11-30-2016 05:57 AM
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