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November 2017
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Esenthel Offline
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Post: #1
November 2017
Updated Esenthel Source:
-there may be a few second pause when opening old projects to update some files to latest formats
-'File' that was created in write/append mode now supports reading too
-reduced 'File, SyncEvent' classes memory size
-'D.densityFilter' now supports FILTER_NONE
-'D.densityFilter' is now configurable through Editor Options
-improved XML saving to generate smaller files
-added new options for "Adjust Bone Orientations" in Skeleton Editor (adding missing shoulder bones, rotating shoulders)
-improved performance of converting animations and improved root bone animation support
-Animation Editor can now edit root keyframes
-improved support for importing bones that don't fit in the bone name length limit
-improved FBX importing for animations which have time offset specified
-replaced PVRTexLib with ETCPack for generating ETC2 textures which solves PVRTexLib bug on Linux
-improved performance of 'FileText.getAll'
-project codes are now stored in a separate "Code" folder as regular text files with CPP file extension, and can now be modified manually, which also should improve custom code synchronization
-restored support for more than 5 mouse buttons on Windows (up to 8)
-reduced application size when SupportCompress* is not called
-increased performance of decoding BC7 images
-Object Bones Editor can now specify which bone should be treated as "Root"
-'Actor.add*' methods can now be called both inside and outside physics step callback with the same results
-updated Bullet to latest version
-Clang is now required on Linux for compilation, please use "sudo apt-get install clang"
-slightly improved support for precompiled headers on Linux
-improved generating compressed textures for Web platform
-added new application flag APP_WEB_COVER_FULL_WINDOW

Fixes:
-fixed animation reload issues for animations with '|' in its internal name
-fixed a bug in 'TextReal' function which due to numerical precision issues could return a slightly different value
-fixed crash on Android OpenGL ES 2.0 devices
-fixed crash on Web when calling 'Ms.clip' in 'InitPre'
-fixed reloading/adjusting animations which could remove last keyframes for looped animations even if they were different
-fixed 'Physics.simulation_step_completed' being called only once per simulation and not once per step, when using Bullet physics engine
-fixed Video Options Gui Scale not having any effect since last few releases
-fixed crash for Web platform for updating Worlds since WASM support was added
-fixed calculation of display aspect ratio for Web platform

Name Changes:
Vec.v2() -> Vec.xy
Vec4.v2() -> Vec4.xy
Vec4.v3() -> Vec4.xyz

API Changes:
-supporting compression to BC7, ETC, PVRTC formats now requires calling 'SupportCompress*' functions in 'InitPre'
-changed File.cmpIntV/decIntV to match cmpLongV/decLongV format (if you've saved custom file formats using these methods, please use f._decIntV from the engine's source to read them)
-changed File.putStr/getStr to use the new cmpIntV/decIntV (if you've saved custom file formats using these methods, please use f._getStr2 from the engine's source to read them)
10-31-2017 10:49 PM
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Esenthel Offline
Administrator

Post: #2
RE: November 2017
Updated Esenthel Source:
-Editor now supports "Play" option for Web builds (you can now test Web apps without uploading it to a server)
-added new 'Explore' function used for opening drives/folders/URL links without accidentally running any programs
-updated various functions across the Editor that open system folders to select target files too

Name Changes:
OSLaunch -> Run
11-01-2017 07:00 AM
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Esenthel Offline
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Post: #3
RE: November 2017
Updated Esenthel Source:
-added support for PhysX 3.4, Esenthel Builder now supports selecting which physics engine you want to use (Bullet/PhysX), PhysX can be used for all platforms except Windows UWP and Web
-added new 'SyncCounter' class which works like 'SyncEvent' however operates on Int instead of Bool (like semaphore)
-reduced application size when not using 'Game.World'
-added new 'App.low_memory' callback
-added "Copy" button to "Esenthel Builder" compilation output
-enabled more compiler optimizations for Android and Apple platforms
-added 'Ms.smooth' methods allowing to control mouse smoothing
-added new SV_WEIGHT3 mode
-dropped support for iOS 32-bit
-added new 'Gui.windowButtonsRight' allowing to control on which side of the window the buttons should appear (by default Mac has buttons on the left side now)
-OpusEncoder/Decoder now accept optional parameter for frequency
-increased 'SndOpusFile' quality for sounds with low frequency
-added new methods 'Actor.freezeRotX,freezeRotY,freezeRotZ' allowing to freeze rotations on each axis separately

Fixes:
-small improvements to multi-threading performance and stability
-fixed Android compilation error in last Esenthel Source release

API Changes:
-'Game.World.setShader' is no longer automatically called, you have to call it manually in your custom 'D.set_shader' callback
-'Game.World.del' must be manually called in application shut down function 'Shut'
-APP_WEB_COVER_FULL_WINDOW was replaced with APP_WEB_DISABLE_AUTO_RESIZE - Web applications will now always automatically stretch to cover entire browser area, to disable this please use APP_WEB_DISABLE_AUTO_RESIZE
-'Vehicle' physx class was removed, 'SimpleVehicle' was renamed to 'Vehicle'
11-12-2017 11:57 PM
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Esenthel Offline
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Post: #4
RE: November 2017
Released Esenthel for Windows, Mac and Linux:
-added optional name parameter to 'Thread.create' method
-various engine internal threads now have have their name set, for easier debugging

Fixes:
-recompiled PhysX and Engine with latest Visual Studio Preview, which should fix PhysX related crashes due to a bug in VS 2017 compiler
-fixed compilation error in one of the tutorials
11-14-2017 01:13 AM
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Esenthel Offline
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Post: #5
RE: November 2017
Visual Studio 2017 users:
You have to upgrade to VS 2017 at least version 15.5 due to a bug in the compiler in earlier versions.
11-14-2017 11:29 PM
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Esenthel Offline
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Post: #6
RE: November 2017
Released Esenthel for Windows:
-added a workaround for Deferred Renderer not working on Web platform when opened on Windows
-added support for having multiple Visual Studio installations of the same major version (for example VS 2017 + VS 2017 preview)
-fixed warning about PhysX debug symbols missing on Windows
11-15-2017 09:09 AM
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Esenthel Offline
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Post: #7
RE: November 2017
Released Esenthel for Windows:
-fixed black screen since last release if no 3D graphics were rendered on Android/Web
-Web Status text is now centered and always on top of the canvas (it can be made visible even while the app is running)
11-16-2017 04:57 AM
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Esenthel Offline
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Post: #8
RE: November 2017
Updated Esenthel Source:
-disabled soft keyboard auto popup when activating UI parents which have children that need keyboard input
-'OpenAppSettings' now works for Android too
-added new method 'VI.clamp'
11-23-2017 10:37 PM
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