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March 2015
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Esenthel Offline
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Post: #1
March 2015
Updated Esenthel Source:
-included Ambient Occlusion Range/Contrast parameters in Advanced Video Settings of the Editor
-added new Joint.hinge* methods
-dropped support for iOS versions older than 7.0
-building for iOS 64-bit is now enabled by default since it's required for submitting apps to Apple starting Feb 2015 (please remember that iOS-64 uses Bullet physics engine instead of PhysX)
-AppDataPath function has been removed
-NS.appLicenseKey method has been removed, setting Android License key is now done through Application Properties
-added support for Android APK Expansion Files through a new Application Property "Android Expansion Files" (once enabled then the engine will automatically download any expansion files from Google Play before the application starts)
-added new function 'AndroidExpansionFileName' allowing to obtain the full file name for Android expansion files stored on Android device
03-19-2015 12:38 AM
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Esenthel Offline
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Post: #2
RE: March 2015
Released Esenthel for Windows, Mac, Linux, Android, iOS and Web:
-EsenthelStore class now supports In-App purchases handled by Esenthel Store and PayPal
03-24-2015 10:08 AM
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Esenthel Offline
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Post: #3
RE: March 2015
Updated Esenthel Source:
-added new SHADER_MODEL enums (SM_GL_ES_2 and SM_GL_ES_3) which are returned by D.shaderModel
-added new callback function D.image_load_shrink allowing to load textures with smaller sizes than the original source (useful when targeting devices with small amount of RAM and wishing to load textures as half their size or less)
03-25-2015 07:38 AM
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