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February 2013
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Esenthel Offline
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Post: #1
February 2013
Released Multiplayer Racing source package for Esenthel 2.0 to Esenthel Store

Released Ineisis Online source package for Esenthel 2.0:
-updated codes to automatically create sql tables at start of the server if they didn't exist yet
-updated codes to use sqlite by default (so ms sql server does not need to be installed and configured)

Released 2.0 (Beta) for Windows and Android:
-IMPORTANT: changed the way lightmaps work for materials, previously they worked as ambient map, now they always multiply texture color by lightmap color (lightmap texture coordinates is now always taken from VTX_TEX1), lightmaps no longer make use of ambient color parameter (you can clear it to zero now)
-IMPORTANT: upgraded to DirectX SDK 2010 Feb (if you distribute your game with directx dll's, please update the dll files to match directx version)
-interpolator 'first/clearValue' methods no longer need to be called upon receiving first data (engine now handles this automatically, you can remove checks for 'InterpolatorTime.first' and calling 'Interpolator*.first' afterwards)
-lightmaps now work for all renderers (deferred, forward, simple)
-improved rendering performance and optimized some shaders a bit more
-added support for reflection maps in simple renderer and for blend light material techniques (good for glass materials)
-improved zlib compression speed since build 20
-when cache will fail to load an element, it will now include the type of the element in the error message
-Game.ObjParams.type is now set only by UID of Game.ObjType enum type element id
-fixed displaying stars in atmospheric sky on DirectX 10+
-App.name can now be left empty
-App.name can now be changed multiple times
-fixed breakable joint when loading previously saved joint on bullet physics engine
-fixed setting slider joint when one actor is NULL on bullet physics engine
-fixed setting slider joint limits on physx3
-fixed rendering fur since build 20
-fixed potential crash on mobile platforms when operating on class members of type SockAddr/CritSect which are stored after 1 sized elements causing the members to be unaligned
-new functions GetGlobalIP, HaveGlobalIP, WaitForGlobalIP for better control of obtaining global ip address
-blend material techniques now support SetHighlight
-new method App.coInitialize allowing to setup windows COM library using CoInitializeEx
-added new application options (publish project data, publish physx dll's, publish data as pak's)
-project elements which are placed inside library/application elements will now be embedded in application executable (useful for installers if you want to include some image inside the application without the need of having standalone pak file)
-added support for setting light maps and macro maps to materials
-fixed bug in Blocks mesh class which under rare circumstances could cause some block faces to be displayed as holes
-added Esenthel and PhysX logo images into SDK/Assets folder
02-08-2013 05:06 PM
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Esenthel Offline
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Post: #2
RE: February 2013
Released 2.0 (Beta) for Windows and Android:
-new project element Icon Settings
-new project element Icon
-element properties will now display which C++ class can handle that element
-included 64-bit version of the Editor to allow operating on huge amounts of memory
-application will now display more information about memory usage upon exiting due to failure of insufficient memory
-fixed bug in detecting which directional light is the most significant (when more than 1 directional light is present in the scene)
02-11-2013 05:08 PM
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Esenthel Offline
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Post: #3
RE: February 2013
Released 2.0 (Beta) for Windows and Android:
-Ctrl+A shortcut (select all) will now automatically work for List gui objects with LIST_MULTI_SEL flag enabled
-new WindowAlpha function allowing to set custom opacity for a system window
-added support for copying elements from one project to another (thanks to new "M" menu option "copy selected elements")
02-12-2013 10:31 PM
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Esenthel Offline
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Post: #4
RE: February 2013
Released 2.0 (Beta) for Windows and Android:
-drag and dropping files on the editor will now work if it was opened as administrator
02-13-2013 01:11 PM
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Esenthel Offline
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Post: #5
RE: February 2013
Released 2.0 for Windows, Mac, Android and iOS:
-Esenthel Engine 2.0 is now available for Mac, where it can create games for Mac, iOS and Android
-added support for exporting images to ICNS format (Mac Icon)
-improvements to Code Editor C++ code generation (more compatibility with GCC compiler)
-fixed saving password mode for TextLine in Gui Editor
-fixed setting mouse cursor on Mac
-fixed Renderer.setFade and taking screenshots on Android since last few releases
-fixed creating actors with multiple shapes which had density forced to zero in the physical body using editor
-fixed adding new mesh lods from existing files when the file was esenthel mesh format with software mesh removed
-fixed issue of setting game object parameters which were previously removed
-possibly fixed issue (need confirmation from affected users) with whole scene being displayed as fogged on Android PowerVR GPU's when Renderer.simpleVertexFogStart is set to a big value
-new Ms.wheelX() member used to detect horizontal mouse wheel movement (currently supported only on Mac)
-new option in world editor object menu "Copy Object ID" allowing to copy unique ID of world object instance into clipboard
-world editor object list filter can now also accept instance ID to find specified object
-added auto-detect button for Android NDK Path
02-20-2013 06:18 PM
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Esenthel Offline
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Post: #6
RE: February 2013
Reuploaded Esenthel 2.0 for Mac (previous upload had incorrectly 7z-archived files)
02-20-2013 07:27 PM
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Esenthel Offline
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Post: #7
RE: February 2013
Released Esenthel 1.0 for Windows, Mac, Android and iOS:
build 21:
-this build features all updates since last release and:
-IMPORTANT: updated shader headers, please recompile custom shaders if any
-fixed displaying Code Editor output window on non-Windows platforms
-fixed potential crash on Mac when exiting application and memory leaks detection is enabled
-memory leaks detection on Mac has been temporarily disabled
02-21-2013 03:20 PM
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Esenthel Offline
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Post: #8
RE: February 2013
Released Esenthel 1.0 for Windows:
build 22:
-fixed compiling custom shaders on DX9 since last release
-new methods Enum.findID, findName, getID, getName
-improved handling of symbolic link file types on Mac
02-22-2013 02:58 PM
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Esenthel Offline
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Post: #9
RE: February 2013
Released Esenthel 1.0 for Mac:
build 22:
-IMPORTANT: to update to this version please don't use the Autoupdate, please redownload the full SDK from ZIP archive from the store
-fixed Autoupdate tool to work properly with symbolic links
-fixed FTP and Uploader tool working on Mac
02-22-2013 07:23 PM
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Esenthel Offline
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Post: #10
RE: February 2013
Released Esenthel RTS Source Package for Esenthel 2.0

Released Esenthel 2.0 for Windows, Mac, Android and iOS:
-IMPORTANT: changed the way how ImageAtlas is stored, now it's no longer stored as *.atlas folder with separate images inside it, but as a single file (having images inside the file), please re-create your custom ImageAtlas resources if any
-new project element Image Atlas
-new project element Mini Map
-new engine cache ImageAtlases with ImageAtlasPtr
-decreased memory usage of Renderer.setFade 2x on DirectX and 3x on OpenGL
-SetHighlight now affects skinned blend meshes
-fixed bug of "draw as lights" not working if the object class was assigned in the World Editor Object Instance Params and not Object Editor Params
-fixed small bug of dynamic objects not reappearing after realoading an area in world editor "Play" game mode
-custom App.paused,resumed callbacks are now also called on desktop (previously they were called only on Mobile)
-Esenthel Editor will now refresh the project list when application is being focused in case the user copied some projects to the app when it was not focused
-increased maximum font size in Code Editor to 17
-new function 'LogConsole' allowing to output log messages into windows console
02-28-2013 07:33 PM
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Esenthel Offline
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Post: #11
RE: February 2013
Reuploaded Esenthel 2.0 for Windows and Mac:
-fixed crash when deleting a terrain heightmap since last release
03-02-2013 01:33 PM
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