About Store Forum Documentation Contact
Donations:
158$/mo



Post Reply 
Version 37.9
Author Message
Esenthel Online
Administrator

Post: #1
Version 37.9
improved importing materials from Collada DAE format
updated documentation "resources\mesh importing" section
fixed out of memory issue when creating huge amount of font characters in a single font
02-26-2009 11:10 AM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #2
Re: Version 37.1
Important : new basic data types Char8 and Char16
Important : from now on please treat Char as type of non constant size (currently it has been changed from Char8 to Char16 to be fully compatible with Unicode standard)
Important : there are now two types of strings Str8 and Str16
Important : Str is from now on by default assigned to Str16 and contains 16-bit wide characters (Char/Char16 instead of Char8) (for 8-bit characters please use Str8, altough using Str is recommended)
updated documentation "programming\data types" and "programming/c++/good practices"
added support for asian characters input
new methods Kb.imm*
project settings must now include additional library "imm32.lib" in "Linker\Input\Additional Dependencies"
new macros CNULL, MEMBER
updated classess DataDesc and ListGroup
updated tutorial "gui/list"
removed StrF class and Str::set method
changed the way FFirst and Renderer.screenShots work
additional updates in creating font with big amount of characters
application window will not display stretched screen if system forced changing the size of the window
new application flag APP_MAXIMIZABLE
Synchronizer now stores data in a text file
restored including bloom effect if enabled in Icon Maker
fixed tutorials "demos/auto depth of field" and "game basics/pathfind" by adding missing 'SetMatrix' before helper drawing
03-04-2009 01:59 AM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #3
Re: Version 37.2
fixed a crash in Mesh Editor when applying a material
the tools can now use game data path with unicode characters
03-05-2009 01:33 AM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #4
Re: Version 37.3
two faced triangles will now have accurate lighting on both sides on video card with shader model 3.0
new documentation topic "Creating Games" and "Resources/Animation"
World Editor will now display Ball shape on objects when their Mesh is not found
changed default projects settings in Debug configuration to enagle "Edit and Continue" option
new methods Vec2,Vec,Vec4::lengthFast
added new Skeleton parameter for ObjParams class
Game::Item contains new member Skeleton *skeleton
Game::Chr can now accept custom specified Skeleton in Game::ObjParams
Game::Chr can now accept custom specified Phys in Game::ObjParams which will be used for creation of the character controller actor (only Capsule shapes with 'up' vector ignored, are accepted for Game::Chr actor)
Mesh Editor can now import World Editor OBJ file format (which will result in automatically loading obj's Mesh Phys and Skeleton files)
Mesh Editor option "view\ground" will now align the ground to Phys in first order, and in second order to Mesh
Mesh Editor has new option "Skeleton\Remove Nub Bones"
new methods Wheel::roll,speed
CSkeleton is now automatically saved in SaveGame (except the information about current animation pose)
changed mesh height rescale shortcut in Mesh Editor from Ctrl+C to Ctrl+H
new mesh center shortcut in Mesh Editor Ctrl+C
Worlds need to be Builded
from now on when creating Wheel's, given parameter determining position is in world space (and not in vehicle local space)
new tutorial "gui/window io"
03-08-2009 11:57 PM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #5
Re: Version 37.4
added ability to save/load game object references using Reference::save,load combined with Reference::link which should be called inside Game::Obj::linkReferences
new virtual method Game::Obj::linkReferences inside which should be called 'link' method on all references of an object
updated tutorial "game basics/object references" to include saving and loading references
updated documentation "programming/game namespace/things to remember" and "programming/c++/good practices"
new virtual method Game::Obj::reliesOn allowing to control the update order of two objects
fixed return value of Motion::load method
03-09-2009 10:51 PM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #6
Re: Version 37.5
fixed a small bug in thread management which under some circumstances may caused crashes
improved stability of World Editor
new functions DrawParticleStart DrawParticleAdd DrawParticleEnd allowing to manually draw sets of particles
new functions DrawAnimatedParticleStart DrawAnimatedParticleAdd DrawAnimatedParticleEnd allowing to manually draw sets of animated particles
03-11-2009 12:25 PM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #7
Re: Version 37.6
new basic types CChar8, CChar16, CChar (which stand for const char's)
added support for FTP connections through the new Ftp class
added new methods for the Socket class
added new method VertexIndexBuffer::billboardBottom
most of the engine headers now feature a short description of their functionality at the beginning of the header file
fixed and updated API Reference documentation
03-13-2009 10:10 PM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #8
Re: Version 37.7
Important: Sun::glow and Marker::glow are now a value of 0..255 specifying the glow amount, instead of previous true/false
new members MeshOverlay::glow, Particles::glow
new material technique MTECH_BLEND which enables rendering particle-like meshes (transparent with no lighting) for special effects
improved performance of setting material data to the video card
improved performance of rendering game objects
from now on manual changes of material parameters in each frame require calling Material::validate method after making the changes
searching for drives with FileFind should now done using FileFind::findDrives (instead of previous FileFind::find(NULL))
mesh editor will now automatically optimize the animation after importing
new Mesh Editor option "Materials\Tangents and Binormals\Auto Handle Tangents and Binormals" which will automatically calculate mesh tangents and binormals for the mesh if needed (this is recommended instead of setting tangents and binormals manually)
door hinge will now be created basing on the Phys
added new parameters for Font::create method
improved font drawing quality
03-19-2009 12:54 PM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #9
Re: Version 37.8
added support for world terrain asynchronous loading in the background thread
fixed a memory leak in WorldManager Physical Body management
03-21-2009 12:14 AM
Find all posts by this user Quote this message in a reply
Esenthel Online
Administrator

Post: #10
Re: Version 37.9
world editor will now perform additional optimizations of object with "embed" access mode
updated documentation "resources/objects/access mode/embed"
animation keys can now contain scale keys to use for special effects animations
Pak's can now contain files with name of any length, and which may contain unicode characters
Pak's now store file modification time information
03-23-2009 04:45 PM
Find all posts by this user Quote this message in a reply
Post Reply