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June 2010
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Esenthel Offline
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Post: #1
June 2010
-added new editing mode for Mesh Editor - Destructible, allowing to pre-generate destructible objects (beta, generating destructible objects can sometimes produce incorrect results - holes in models, so please repeat generation until no holes occur)
-new physics class DestructMesh (used as a base mesh for creating destructible game objects)
-new game object class Game::Destructible
-source codes for Game::Destructible is available to all licensed developers
-new OBJ_TYPE enum OBJ_DESTRUCTIBLE
-new world "destructible.world"
-added experimental support for RAWZ depth buffer which should enable D.depthTexture for GeForce 6/7 cards
-animation keyframes now support non-uniform scaling
-Alt+RMB in Mesh Editor Animation Scale mode now scales keyframes in XY plane only
-importing Collada DAE files now imports also scale keyframes
-new methods Edit::Heightmap::material,materials and Edit::World.environmentOptions
-fixed importing DDS files (which were compressed with DXT formats)
-new method Joint::broken
-new method Actor::sleepEnergy
-fixed setting D.texFilter on DX10+ when called inside InitPre
-improved "Import Animations to Current Mesh/Skeleton" inside Mesh Editor to properly adjust bone position offsets not only according to animation keyframes but also according to skeleton bone positions
-fixed building world heightmap color maps when mesh quality is not set to Full
06-02-2010 11:38 PM
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Esenthel Offline
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Post: #2
RE: June 2010
-some bug fix in "Import Animations to Current Mesh/Skeleton" improvement since last release
06-03-2010 12:27 PM
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Esenthel Offline
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Post: #3
RE: June 2010
-updated Game::Destructible sources to add missing "enable/disable" methods
-further improvements to importing DAE format and "Import Animations to Current Mesh/Skeleton" option
06-04-2010 11:08 AM
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Esenthel Offline
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Post: #4
RE: June 2010
-updated Game::Destructible sources to include actor mass when creating joints
-new method Sky.atmosphericStars which accepts Cube Map texture for the stars
-sky atmospheric colors now are of Vec4 format (instead of old Vec) where "w/a" component is the opacity of the atmospheric sky to be blended with the star map (when used)
06-05-2010 11:36 PM
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Esenthel Offline
Administrator

Post: #5
RE: June 2010
-fixed creating mesh billboard lod textures in Mesh Editor
06-06-2010 10:07 PM
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Esenthel Offline
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Post: #6
RE: June 2010
-fixed loading volumetric lights and volumetric clouds shaders
06-08-2010 02:58 PM
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Esenthel Offline
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Post: #7
RE: June 2010
-Game::World.init now doesn't accept secure parameter, it can now be passed to Game::World.save,load methods
-new method Game::World.updateProgress
-new tutorial "game basics/loading screen"
-improved Collada DAE importer to better handle non-orthogonal matrixes
-new function in Mesh Editor menu Animation\Clip\Clip from first to last keyframe
-sounds can now be played also from ogm and ogv containers (having audio+video)
-fixed loading images for brush in World Editor DX10+
-fixed displaying vertex colors in Mesh Editor when in Skeleton mode and vertex highlighting is enabled
-fixed memory leaks when closing application while still sounds are playing
06-17-2010 07:21 PM
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