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February 2020
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Esenthel Online
Administrator

Post: #1
February 2020
Released Esenthel for Windows, Mac and Linux:
-IMPORTANT: Added a new super quality anti-aliasing called "Temporal Anti-Aliasing" accessible through 'D.tAA'
-updated Half <-> Flt conversions to handle denormals
-AnimatedSkeletons have now double precision for matrixes/bones/slots positions
-updated Motion Blur to more precisely calculate motion blur directions
-added new 'D.texMipBias'
-added new class 'MapEx' that's a Map with support of accessing elements by 'MapElmPtr' pointers with auto reference counting and delay remove (similar to Cache)

Fixes:
-fixed EarlyZ not working
-fixed motion blur around the viewport edges when not using fullscreen viewport
-fixed lighting when using Deferred Renderer and Multi-sampling since last few releases

Name Changes:
D.texLod -> D.texMipMin

API Changes:
-changed scale of 'D.motionScale' (now default value is 1.0)
-removed 'AnimatedSkeleton' skeleton scale (scaling skeletons can be instead achieved by passing scaled matrix to 'updateMatrix')
-'AnimatedSkeleton' slots are now 'OrientM' instead of 'OrientP'
-'Mesh.draw*' and 'SetMatrix' methods previously accepted velocity parameters, now those parameters were changed to "matrix from previous frame"
-'Camera.updateVelocities' and 'AnimatedSkeleton.updateVelocities' were replaced with 'updateBegin' and 'updateEnd' (which should be called respectively before and after updating matrixes)
-'Physics.create' methods no longer need a DLL path
02-07-2020 02:56 PM
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Esenthel Online
Administrator

Post: #2
RE: February 2020
Updated Esenthel Source:
-fixed incorrect AO for Editor's mini-map and icon generation resulting in dark corners
-fixed setting body to object if no mesh was yet added
02-12-2020 09:48 AM
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Esenthel Online
Administrator

Post: #3
RE: February 2020
Updated Esenthel Source:
-updated Mesh simplification to process "intensity" only based on visible (not hidden) mesh parts
-added sort methods to memory containers which accept 'user' parameter
-improved List element rectangle calculation precision when there are a lot of list elements (fixes Editor Theater jittering when zooming and having a lot of objects on the screen)

Fixes:
-fixed a problem when in rare cases Mesh LOD #0 would not be included in the game mesh
02-14-2020 10:12 AM
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Esenthel Online
Administrator

Post: #4
RE: February 2020
Updated Esenthel Source:
-tweaked and restored 'TitlesFx'
02-15-2020 04:34 AM
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Esenthel Online
Administrator

Post: #5
RE: February 2020
Updated Esenthel Source:
-improved calculating of mesh vertex tangents/binormals

API Changes:
-replaced 'Mesh.setTangets,setBinormals', with one unified and faster 'setTanBin' method
02-17-2020 05:01 PM
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Esenthel Online
Administrator

Post: #6
RE: February 2020
Updated Esenthel Source:
-fixed parsing MP3 files that have large ID3v2 tags
02-25-2020 01:55 PM
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