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November 2010
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Esenthel Offline
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Post: #1
November 2010
Released for Windows and Mac:
-IMPORTANT: exchanged return types for Param::asStr with Param::asText (because it was confusing since asText returned Str, and asStr returned CChar*, now asStr returns Str, and asText returns CChar*) please update your codes if you had "CChar *str=param.asStr()" which is now invalid
-IMPORTANT: changed layout of virtual method Game::Obj::itemDropDown by removing "Int item_obj_type" parameter as it is no longer needed
-renamed "Version Control Server" tool to "Data Server"
-new tool "Data Browser" which can browse, preview and synchronize data with server (when combined with Data Server.exe), recommended for data files exchange across many computers
-small adjustment in Mac OpenGL extensions management which may potentially fix a crash for mac computers with old gpu's
-small changes in pak creation methods, Node<PakNode> has been replaced with Memb<PakNode> (PakNode now has additional member Memb<PakNode> children)
-new tool "Font Maker" for real-time visual font creation, available in the Gui Editor through menu options
-Gui.msgBox will create windows with a high window level making them always on top of other windows
-TextDS will now store path to font relative to saved .txds object if possible
-new methods File::cmpFlt3cm,decFlt3cm allowing to compress float to 3 bytes from range -83000..83000 with precision of 0.01 (this covers range of -83..83 kilometers with precision of 1 centimeter), recommended for exchanging player positions using network connection
-Game::Obj::type will now return correct OBJ_TYPE even if object isn't stored in global world object containers
-small improvements to Connection class stability against losing connections when intensively sending data
-FSetTimeUTC can now set modification time also to folders
-SDK now features project configurations for both Visual Studio 2008 and 2010
-new member Renderer.dest_rt allowing for fast "render to texture" functionality, if used it must point to Image of new IMAGE_RT mode (images of that mode must be deleted in custom 'D.lost' function)
11-10-2010 01:31 AM
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Esenthel Offline
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Post: #2
RE: November 2010
Released for Windows and Mac:
-IMPORTANT: fixed debug versions of EsenthelEngine.lib, Mesh Editor.exe and World Editor.exe files since last release
-improved precision of rendering to texture in dx9 when using custom viewport before drawing
-improved quality of generating real-time preview icons of models in Data Browser
-additional adjustment to Mac OpenGL extensions management
-new tutorial "rendering/render to texture"
11-10-2010 07:04 PM
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Esenthel Offline
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Post: #3
RE: November 2010
Released for Windows:
-improved quality of imported 16bit PNG files on DX10+
11-10-2010 10:29 PM
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Esenthel Offline
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Post: #4
RE: November 2010
Released for Windows and Mac:
-IMPORTANT: fixed bug in saving world editor water and waypoints, which may caused data loss since the november release
-IMPORTANT: mouse buttons will now not be enabled if the application is not focused
-custom shaders need to be recompiled with latest shader headers
-new methods Game::AreaPath::walkable(Int x, Int y, Bool walkable) and Game::World.pathBuild() allowing to modify the paths during the game
-updated Randomizer class which now can accept additional CSkeleton *skel parameter when creating random points on mesh surfaces (if cskel is not NULL then meshes are assumed to be animated by the skeleton)
-added new method Particles::source(C MeshPtr &dynamic_mesh, CSkeleton *dynamic_skeleton) allowing to set source from mesh animated by skeleton
-changed Particles::(Mesh *mesh -> MeshPtr mesh and Image *image -> ImagePtr image)
-restored comments in API Reference.chm file
-Icon Maker now doesn't need to switch to fullscreen in order to create icons of biggest sizes
-additional improvements to DX9 render target pixel alignment (now it works just like DX10+ and OpenGL)
11-12-2010 07:39 PM
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Esenthel Offline
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Post: #5
RE: November 2010
Released for Windows and Mac:
-IMPORTANT: removed Param::asStr, leaving only Param::asText (now of Str type) to avoid confusions multiple methods with similar functionality
-fixed bug of setting custom object parameters in the world editor
11-14-2010 08:07 PM
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Esenthel Offline
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Post: #6
RE: November 2010
Released for Windows:
-fixed issue of possibility of rendering terrain with blank material/shader under special case of background loading, main deferred renderer, non deferred renderer for water reflections and water usage on the scene.
11-14-2010 09:34 PM
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Esenthel Offline
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Post: #7
RE: November 2010
Released for Windows:
-Particles::glue will now affect all types of particle source generation types
-removed Particles::set, as it is no longer needed, setting position/matrix for PARTICLE_STATIC_SHAPE, PARTICLE_DYNAMIC_MESH source types can now be achieved by just modifying the Particles::matrix member
-moving the Particle shape in the Mesh Editor using mouse will now include Particles::glue effect
-each single Particle age now also affects its glue effect when used
-Data Browser will now correctly sync World water/waypoint pak files (by syncing each file inside the pak separately instead of the full pak file)
-Data Browser now has additional command "Touch" which can set file/folder modification time to current time (and always overwrite the server file version of older modification time)
-Data Browser can now restore previous versions of files from the server by double clicking on the selection version element in file version list
-Data Browser will now not synchronize temporary files of currently edited worlds
11-18-2010 10:19 PM
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Esenthel Offline
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Post: #8
RE: November 2010
Released for Windows:
-IMPORTANT: big improvement for mesh-skeleton relation: now mesh has a new member Mesh::skeleton which is used to link the Mesh with a Skeleton file, once the mesh will be loaded, it will automatically adjust its vertex bone indexes to the linked skeleton, making it possible to use a mesh with modified skeleton. Now you don't need to worry about losing vertex skinning relation when modifying a skeleton and not modifying the mesh. This applies to newly imported meshes. To link old meshes with a skeleton perform following steps - 1. load Mesh in Mesh Editor, 2. load Skeleton in Mesh Editor, 3. re-save Mesh, or do it in the codes - 1. Mesh::load, 2. Mesh::skeleton(Skeletons(..)), 3. Mesh::save.
-ClothMesh now has the same skeleton functionality
-removed "mesh skeleton animation relation" documentation as it is no longer needed
-added new model import option to Mesh Editor "import as clothing to current skeleton" when drag and dropping a model file to already loaded skeleton, which will automatically link imported mesh with existing skeleton
-now importing models to Mesh Editor will automatically save all the files on the disk (mesh, skeleton, animations, materials, textures), previously only materials and textures were saved, path used for writing files is the same as the source input file
-improved MeshBase::create2(Ball &ball, ..) to create top and bottom sides as triangles (and not partly degenerate quads)
-restored render target pixel alignment for dx9 3d models in non orthogonal projection matrixes which caused some slight model offsets
-included sample Mesh diagram in the Mesh documentation topic
-updated Units documentation by changing it to a table
-new documentation topic "Beginners Guide/Screen Coordinates"
11-22-2010 01:30 AM
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Esenthel Offline
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Post: #9
RE: November 2010
Released for Windows:
-fixed opening the PhysBody WindowIO when saving/loading physical bodies in Mesh Editor (instead of the Mesh WindowIO)
-new documentation topic "programming/resource management" which describes the Cache's used in Esenthel and their usage
11-22-2010 07:23 PM
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Esenthel Offline
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Post: #10
RE: November 2010
Released for Windows:
-added new very high quality edge softening mode EDGE_SOFTEN_HIGH (also known as Analytical/Morphological Anti Aliasing) visually very similar to true anti-aliasing, this is however the slowest of all edge softening modes
11-24-2010 02:47 AM
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Esenthel Offline
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Post: #11
RE: November 2010
Reased for Windows:
-fixed loading animations in Mesh Editor
11-26-2010 07:43 AM
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