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December 2009
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Esenthel Offline
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Post: #1
December 2009
-IMPORTANT: fonts need to be recreated
-IMPORTANT: functions Bool Sweep(Vec &point,Vec &move,Mesh* &mesh,Matrix *obj_inversed,... have been changed to Bool Sweep(Vec &point,Vec &move,Mesh* &mesh,Matrix *mesh_matrix,... (they now accept the mesh matrix, and not the inverse of the mesh matrix like before)
-IMPORTANT: worlds need to be rebuilded
-added option to select the language in the tools (chinese version is now partly translated in world editor)
-improved sky rendering
-new parameters Sun.highlight_front and highlight_back
-changed the way suns are handled
-updated tutorial "demos/day night cycle"
-slightly decreased bloom intensity
-improved performance of creating fonts
-added new object type OBJ_MESH_OVERLAY
-updated world editor documentation "frequently asked questions" section to include information about difference between OBJ_MESH_OVERLAY and OBJ_DECAL
-added new tutorial "game basics/fast shadows"
-decals and mesh overlays can now use normal maps
-improved water rendering thanks to Water.refract which now controls the refraction of graphics below water (old Water.refract has been renamed to Water.refract_reflection)
-enabled scaling objects in World Editor in 1 axis only (this is currently supported only for decals)
-increased performance and quality of relief mapping
-decals which were set in World Editor are now visible in the game
-new option APP_RESIZABLE
12-08-2009 10:31 PM
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Esenthel Offline
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Post: #2
RE: December 2009
-IMPORTANT: changed member Color Decal::color into Vec4 color, worlds which used decals (not mesh overlays) must be rebuilded
-IMPORTANT: custom shaders should be recompiled according to latest shader headers
-IMPORTANT: inversed the parameters D.hdrContrast and D.hdrSpeed (they are now the inverse of what they were previously, "new=1/old")
-new method Image::drawMask
-new tutorial "graphics/Image Mask"
-converting images in Converter tool from L8 to A8 format will now automatically use greyscale data as alpha data
-fixed rendering tattoo's
-slightly improved rendering performance
-slightly increased quality and performance of relief mapping
-added german language version to the World Editor (thanks to Kevin)
-new gui object ColorPicker
-new tutorial "gui/color picker"
-updated tools to use the new ColorPicker
-updated tutorial "gui/properties"
-mouse extend tool will now not extend buttons in fullscreen applications (like games)
-added option to set environment settings in World Editor
-changed the default rendering options
-some small general fixes
-new parameters AstrosDraw and Renderer.use_hdr which easily allow to temporarily disable drawing astronomical objects or using hdr tone mapping (useful for rendering secondary viewports)
12-16-2009 05:19 AM
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Esenthel Offline
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Post: #3
RE: December 2009
-updated PhysX to 2.8.3 version
-added support for creating 64-bit applications (available only in Visual Studio Professional Edition)
-updated documentation "programming/project settings" to include x64 platform configuration
-improved ambient occlusion effect by making use of normal maps (thanks to new D.ambNormal)
-added support for force feedback in joypad devices
-new tutorial "misc/force feedback"
-new tutorial "demos/swing collision detection"
-updated theora codec to 1.1.1 version
-new methods Text::code(Str),code() allowing to set a single gui text object with multiple colors
12-21-2009 02:41 AM
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Esenthel Offline
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Post: #4
RE: December 2009
-added russian translation into World Editor (thanks to Panerox)
-small improvement in rendering performance
-fixed error when compiling custom world editors
12-22-2009 03:57 AM
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Esenthel Offline
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Post: #5
RE: December 2009
-small improvement in rendering performance
-improved random value generator
-new class Map<Key,Data> similar to std::map
-custom shaders should be recompiled according to latest shader headers
-material technique MTECH_GRASS will now affect only meshes rendered using 'Grass' class (possibly in future release it will be replaced with newer system)
-removed FadeLod in order to increase global performance
-fixed a small bug in Cache class
12-23-2009 07:59 PM
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Esenthel Offline
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Post: #6
RE: December 2009
-this is the last release before the new beta with improved rendering performance
-temporarily disabled fur rendering, will be restored in the next engine release
-small fix to objects angular velocity setting into motion blur effect
-added option to set skybox in World Editor
-fixed removing material from material brush window in World Editor using del key
-improved shadow biasing for hardware shadow mapping
-adjusted shadow map splits positions to give more details close to camera
-improved OBJ_EMBEDED objects: unless they're bigger than the area size then they will no longer increase the memory size of the area by each instance of the object
-updated documentation "resources\objects" to include more information about object access mode, and which access mode is the most preferred
-fixed displaying mesh in Mesh Editor which uses more than 60 bones when skeleton is not loaded
-enabled MTECH_BLEND to work also without textures
12-28-2009 09:14 PM
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