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May 2015
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Esenthel Offline
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Post: #1
May 2015
Updated Esenthel Source:
-IMPORTANT: Applications which have "Android Expansion Files" property enabled, will now automatically load the Main Expansion File in EE_INIT function, if you have an app that uses Android Expansion Files and manually loads the main expansion file, you should now remove that codes
-IMPORTANT: Touches will now auto-scroll Region gui objects, as long as Gui.drag was not called on them (if you had custom code that scrolled Regions, you can now remove it)
-greatly improved skeleton editing process (adjusting skeleton bones, moving, rotating, removing and renaming them will now preserve its animations to work correctly according to the changes)
-Object Skeleton Bones editor now has the ability to automatically adjust bone orientations (in case the artist did not do that)
-publishing windows apps with PhysX will now copy only those DLL's needed for selected target (either 32-bit or 64-bit DLL's, but not both)
-added basic Steam support through the new 'Steam' class (you can use it to get User Steam ID, buy In-App purchases, subscriptions, check the status of purchases/subscriptions, perform DRM check)
-Application Properties now have a new checkbox "Publish Steam DLL" which needs to be enabled when using Steam API
-new Code Editor EE_STEAM macro set to 1 when "Publish Steam DLL" App property is enabled and 0 otherwise
-updated the engine to compile with Android API 15+10 without the need for 13
-added new method Vec2 Region.childrenSize()C
-Facebook now can obtain the email for the user account
-updated libpng to latest version and fixed linker errors when using png related functions on iOS-64
-implemented new helper window classes (ModalWindow - draws transparent black background below the window which clicking will fade out the window, Dialog - helper class which automatically sets the window size, aligns text and custom buttons)
-greatly improved Gui.msgBox which now returns a reference to a Dialog on which you can perform custom adjustments
-added new methods Gui.findMsgBox,delMsgBox,fadeOutMsgBox,closeMsgBox
-added new method Rect D.rect() which will return the fullscreen rectangle
-added new members: Flt Gui.click_sound_volume, UID Gui.click_sound_id, void Gui.playClickSound(), Bool Button.sound allowing to automatically play sounds when clicking buttons
-new function Char RemoveAccent(Char c)
-new method Font.removeAccent
-TimeText function now has the option to return just one part (instead of 2 like before)
-Download class will now handle relative redirects properly
-added new SP_SAVED_GAMES system path enum recommended for storage of your save games
-switching between View Mode in the Code Editor will now keep currently highlighted (by mouse) line in the same position
-Mesh setAdjacencies method now has 2 optional parameters (faces , edges) starting this release only face adjacencies are calculated by default, while edges are not
-all platforms now use the same codes for mesh cache optimization
-importing *.EsenthelProject files will now always create a new project, unless there is an already opened project
-SkelBone now has new members which are autodetected based on the bone name (BONE_TYPE type, SByte bone_index, Byte bone_sub) this allows to quickly identify bone types, such as BONE_HEAD, BONE_NECK, BONE_ARM, etc.
-fixed a bug when duplicating objects did not set correctly skel,phys -> mesh link
-minor fixes to animation modification time stamps
05-06-2015 06:57 AM
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Esenthel Offline
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Post: #2
RE: May 2015
Updated Esenthel Source:
-added new animation tool : 2-bone based IK allowing to easily animate 2 bones at the same time achieving realistic results
05-07-2015 04:58 AM
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Esenthel Offline
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Post: #3
RE: May 2015
Released Esenthel for Windows, Mac, Linux, Android, iOS and Web:
-this is a binary update including all latest source changes
-added a workaround for Connection sometimes disconnecting on Mac when sending large amounts of data
05-08-2015 04:25 AM
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Esenthel Offline
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Post: #4
RE: May 2015
Released Esenthel for Windows, Android and Web:
-Animation Editor now has the option to reduce number of keyframes (animation optimization)
-small editor bug fixes for skeleton/animation processing
05-11-2015 06:02 AM
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Esenthel Offline
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Post: #5
RE: May 2015
Released Esenthel for Windows, Android and Web:
-Animation Editor now has the ability to transform the original object (its mesh+skeleton) according to current animation pose
-Animation Editor now has the option to remove movement from animations (where ending position is not the same as the starting position)
-increased precision of Animation optimization (keyframe reduction)
-Animations will now be imported with linear interpolation mode if they have a high framerate (at least 12 fps) for faster processing
-added new right-click options when multiple animation elements are selected, which include control over linear/cubic interpolation mode and loop control (helpful if you want to change the setting for multiple animations at the same time)
-Linear Interpolation is recommended for Animations with high framerate, while Cubic Interpolation for low framerate
-small editor bug fixes for skeleton/animation processing
05-16-2015 05:49 AM
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Esenthel Offline
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Post: #6
RE: May 2015
Updated Esenthel Source:
-you may experience a one time delay when opening projects (they will be upgraded to latest file formats)
-Animations will now use ~2x less memory (both RAM and file sizes)
-added new File.getStr methods which can ready directly into a char array
-importing EsenthelProject files as new projects will remember last selected application, heightmap and water materials
-updated Esenthel Builder tool Android compilation/linking process
-added new right click operation for multiple materials (enable/disable cull)
-deleting keys in the animation editor will now delete keys of all modes (orientation, position, scale) when no mode is selected
-minor bug fixes
05-21-2015 10:24 PM
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Esenthel Offline
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Post: #7
RE: May 2015
Updated Esenthel Source:
-integrated Chartboost SDK as an alternative method to display Advertisements (including reward videos)
-Param class can now store an array of UID's
-old file formats of game objects params will convert PARAM_ID to PARAM_ID_ARRAY of zero elements if the id is empty (UIDZero)
-Object Editor now supports drag and drop of multiple elements to one parameter, which will set the parameter as an array of Project Element ID's (this can be useful for example if you want to store multiple variations of a character animation, or multiple armor objects)
-Editor Interface now has new methods for getting a list of ELM_OBJ ELM_OBJ_CLASS object parameters, and modifying those parameters programatically (these methods are for project objects and not world objects)
-Theater mode now has the option to display only non-publishable elements
-updated WebP library to latest version
-added new Quad2,Quad method "Bool convex()C" allowing to test if a quad is convex
-improved Wavefront OBJ 3D model importer to process quad and polygon faces better
-fixed potential crash at app exit when using Gui Objects with custom skins
-fixed an issue when sometimes Alpha channel could be removed from material texture during publishing stage
05-29-2015 08:04 AM
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