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0.55
(02.04.2008)
- New font rendering system with Unicode support. New font format (.fontDefinition).
Fonts can
be generated using "AngelCode Bitmap Font Generator". Tool for
converting from "AngelCode
Bitmap Font Generator" to the NeoAxis font files (SDK\Tools\FontTools).
- Language localizations support. Support for multiple languages using new
format (.language).
- Added Russian language localization as example of multiple languages
- Resource Editor: .language file editor
- OGRE *.fontdef have been depreciated and are no longer used
- Configurator: Allows selection of language localization
- PhysXPhysicsSystem: Support hardware acceleration (tested with PhysX 100
Series)
- Configurator: Opportunity to enable or disable physics hardware support
- New post effects: HeatVision, Tiling, Invert, Blur
- OGRE 1.4.7
- Resource Editor: Mesh Editor: Bounding boxes of meshes while viewing
animations is now realized
- Renderer.dll complete re-write from C++/CLI to C# and PInvoke
- Merged RendererAddition.dll code base moved to Renderer.dll
- Engine ready for Mono port and ready for port to other platforms (Mac,
Linux). No more C++/CLR based assemblies.
- TextBlock: Support of any symbols in the attribute name.
Example: "Xx vv..." = value.
- TextBlock: Unicode support.
Example: AttributeName = "\x043a\x043b\x043c".
- MeshObject: NormalizeNormals property is removed and is done
automatically now
- ODE 0.9
- HeightmapTerrain: Ability to change heightmap layers from code and not
only through the CollectionEditor
- MapObject: OnAttachToMapObject() and OnDetachFromMapObject() methods
- Skeleton: New BlendMode property for changing animation calculation
method
- Native memory manager. Finding leaks (to log file after end working of application). Information about memory using in
the performance counter.
- Merged code base Plugin_ParticleFX.dll to OgreMain.dll
- Logic system: Added AssemblyInfo to map assemblies
- StaticGeometry class is removed
- Optimizations of MapObject class (MapObject.Position,
MapObject.Rotation, MapObject.OnSetTransform)
- Optimizations of scene manager
- Optimizations of text rendering
- Bug fix: Incorrect working of light sources which not cast shadows
- Bug fix: GuiRenderer: Incorrect rendering of lines in the OpenGL (GuiRenderer.AddLine())
- Bug fix: GuiRenderer: Incorrect rendering of triangles (GuiRenderer.AddTriangles())
- Bug fix: GuiRenderer: Problems when working with many different fonts
- Bug fix: Impossible to open/close console if language distinct from
English is switched on
- Bug fix: Resource Editor: Invalid lighting on some videocards
- Bug fix: Resource Editor: Channel editor of mesh. Not saving UVWrap
flag.
- Bug fix: Resource Editor: Incorrect playing of mesh animations
- Bug fix: Map Editor: Incorrect saving map by means "Save As"
- Bug fix: Map Editor: incorrectly rendering of selected StaticMesh
- Bug fix: ODEPhysicsSystem: Memory corruption and leaks
- Bug fix: PhysXPhysicsSystem: Fatal error on some
computers
- Bug fix: PhysXPhysicsSystem: Incorrect return value of PhysicsWorld.MaxAngularVelocity
- Bug fix: HeightmapTerrain: Fatal error, if version of pixel shaders is
not more 2.0
- Bug fix: HeightmapTerrain: Inexact lighting rendering on the old
videocards. (half shader precision problem)
0.54
(13.02.2008)
- New philosophy for creation of static geometry. StaticGeometry entity is deprecated and replaced by StaticMesh
entity, which from now on should be used to create static geometry. Now you
can use layers and modify objects with editor gizmo together with other map
entities. Optimizations of StaticMesh for simulation. Automatic tool for porting
old maps
(here in sdk "SDK\Tools\StaticGeometryToStaticMeshPort").
- Support of older video cards and integrated cards. (Tested on GeForce MX
400 and Intel
82845G).
- Physics System: For VolumeCast is not need create volume body now
- Post Effect: Radial blur
- Documentation:
"Tutorial: Creation of a New Map" is updated
- GuiRenderer & UISystem: Opportunity of rendering behind scene
- Configs: Settings for fullScreen, videoMode, verticalSync, allowChangeDisplayFrequency
are moved from Game.config to Engine.config
- Configurator: Now changes only Engine.config
- Configurator: Opportunity switch off shaders for OpenGL
- GameMapType: Properties CameraDistanceRange, CameraCenterOffsetRange are
removed
- SpawnPoint: Methods GameMap.GetRandomSpawnPoint,
GameMap.GetDefaultSpawnPoint, GameWorld.GetFreeSpawnPoint are moved to SpawnPoint
class
- Item: RandomItemCreator type is deleted
- GameMap.NeedExit is moved and renamed to GameWorld.NeedWorldDestroy
- WaterPlane: Faster rendering on old video cards. Using "half" in the
fragment shader.
- Platform.dll is removed. All functionality moved to EngineApp.dll.
- EngineRandom class is renamed to Utils.dll
- ShaderBase material: Improved working for DiffuseScale != (1,1,1) for fixed pipeline
- ShaderBase material: Improved working for emission map for
fixed pipeline
- RenderTarget: Rendering to memory. RenderTarget.WriteContentsToMemory()
method.
- Camera: Methods Camera.SetFixedUpAxis and ResetFixedUpAxis are removed.
Now is need to use property Camera.FixedUp
- VideoBox: More stable working
- Sound System: Running on the computers without sound card will not error
- DecorativeObjectManager: Moved to separated DecorativeObjectManager.dll
- EngineApp: Working with application window at startup is improved
- Sound System: Working on the some bugged sound card drivers is improved.
Changing volume problems.
- PhysXPhysicsSystem: Faster raycast for dynamic bodies
- PhysXPhysicsSystem: Ready for
Mono port. Rewritten from C++/CLI to C# and PInvoke.
- DirectXSoundSystem: Ready for
Mono port. Rewritten from C++/CLI to C# and PInvoke.
- Map Editor: Faster working for scaling entities by means gizmo
- Bug fix: Strong performance loss at use boneslots in the attached
objects. It is shown on the characters and especially in the TPSArcadeDemo.
- Bug fix: PhysXPhysicsSystem: Incorrect working of RayCast.
Arises when we manually move bodies and do RayCast between two ticks of
simulation.
- Bug fix: StaticGeometry: Objects selection problems after moving
- Bug fix: PhysXPhysicsSystem: Incorrect working of RayCastPiercing for
Mesh and HeightField shapes. Finds only the first collision.
- Bug fix: DebugGeometry: Incorrect working of AddVertexIndexBuffer()
methods
- Bug fix: Entity.RemoveRelationship() "null reference" problem
- Bug fix: Character: Incorrect working for extra tall characters
- Bug fix: SoundSystem: Small bug after changing volume in enclosed ChannelGroup
- Bug fix: Map Editor:
Incorrect reset of selected node in TreeView. It is shown in the Entity types, Decorative object manager
and Static
geometry forms.
0.53
(09.01.2008)
- Static lighting: Static geometry support
- Static lighting: Irradiance volume for dynamic objects
- Static lighting: Opportunity to omit the calculation of shadows for lightmaps (CalculateShadows property)
- Static lighting: Better calculation for mixing lightmap and dynamic
shadows in shader
- Water: Beautiful water shader
- Better culling for spot light sources
- Shadows working is improved, when amount of shadow textures is less than
light sources in the frame
- PlayerCharacter: Improved working for melee-weapons
- Weapon animation (idle, fire, reload)
- Weapon animation. Animations for parent unit are played from weapon
class now. (Earlier from intellect classes)
- GameCharacter: Jump animation
- Mesh: Simple UV unwrapping tool (See Resource Editor, Mesh Editor,
"Channels" button). Very simple realization. Only for tests.
- Mesh: Opportunity to let calculate UV Unwrap channel in the third party
software (3d
modeling package) and use in the engine
- Correct error processing when working with files
- Dynamic class: "Shape shape" parameter in OnDamage() method.
- Decal: Static lighting support (Irradiance volume)
- HeightmapTerrain: Moved to separated HeightmapTerrain.dll
- Method VertexDeclaration.FindElementBySemantic(VertexElementSemantic
semantic) searches for the first matching element now. Earlier searched for
the first one with a zero index.
- Tools: BitmapFontBuilderTool.exe is working at all now
- OGRE 1.4.6
- Cg 2.0
- FMOD 4.10.3
- Bug fix: HeightmapTerrain: Black spots of shadow after device lost
- Bug fix: Invalid update shadow parameters after change
- Bug fix: OpenGL: Application exits after shader compilation error
- Bug fix: GameCharacter: Ugly switching of animation after finishing
ForceAnimationState
0.52
(04.12.2007)
- Static lighting manager. Lightmaps support. Integrated tool for lightmap
calculation (at present only HeightmapTerrain is
supported).
- The interface for implementation another calculation algorithm of static
lighting
- StaticLightingDemo (is not finished)
- Scene Management: More exact and faster scene management for generation
of shadow textures
- Dynamic class: Sound collision detection is improved
- Shadows: Shadow color for the ShadowMapHigh shadow type
- HeightmapTerrain: CastDynamicShadows property
- Map Editor: "Enable dynamic lighting" option
- Physics System: Internal optimizations and reduction of use of the Garbage Collector
- Map System: Reduction of use of the Garbage Collector
- MathEx: Big internal optimizations
- MathEx: The optimized methods passing values through ref, out parameters
are added
- MathEx: Some missing methods are added. The duplicated methods are
removed.
- Bug fix: Incorrect working of shadows with fog
- Bug fix: HeightmapTerrain: Incorrect working of the editor after change
of layers
- Bug fix: Sound System: Possible falling of the application at change of
property ChannelGroup.Pause
- Bug fix: MathEx: Incorrect working of Box.GetVolume() method
- Bug fix: UISystem: Leaks in not removed references in events. Potential
bugs.
- Bug fix: Physics System: Invalid working of method
Shape.IsContactableWithShape() with use ShapePairFlags.DisableContacts flag
0.51
(04.11.2007)
- Depth shadow mapping. Soft shadows. Self-shadowing. Correct shadows from alpha test
objects. Correct shadows from Vegetation material.
- CutSceneDemo, TPSArcadeDemo, MainDemo are updated
- HeightmapTerrain: Normal Mapping
- HeightmapTerrain: Smooth transition between materials LODs
- HeightmapTerrain: The way of calculation uv coordinates is changed. It
is more convenient, when the texture stretches on all map without tiling.
- All materials in a demo are changed to high level materials
- ShaderBase material: "Add", "Modulate", "ColorBlend" blending
are removed
(do not confuse with blending of diffuse maps).
AlphaAdd blending is added. It is necessary to change manually in all
material files "blending = Add" to
"blending = AlphaAdd".
Be attentive!
- ShaderBase material: Diffuse map blending: ColorBlend is removed
- ShaderBase material: Scale property for textures
- Physics System: Opportunity to switch off collisions for any shape pair. PhysicsWorld.SetShapePairFlags()
method.
- Physics System: The formula of calculation of Bounciness is changed at
collision of two shapes.
Earlier average value calculated. Now calculated as product. bounciness =
shape1.Bounciness * shape2.Bounciness.
- StaticGeometry: CastShadows property
- Region: Opportunity to consider static bodies and objects without bodies
- Region: CheckFilter, ShapeType properties
- CutSceneManager: Method for playing animations of objects.
CutSceneManager.PlayObjectAnimation() method. See example in the CutSceneDemo.
- DecorativeObjectManager: Now a directory \DecorativeObjectManager does
not delete at serialization of a map. For correct working of svn, cvs.
- Resource Editor: Directories with a name cvs and .svn now for
convenience are painted with gray color. Opportunity to add other filters in
Options.
- FMODSoundSystem: For Windows Vista now Windows Audio Session API is
used. Earlier DirectSound.
- OGRE 1.4.5
- FMOD 4.8.6
- Decal: Now leave at destroying of parental object
- ComboBox: Enable property support
- Entity System: [FieldSerialize] - Support of types sbyte, byte, short,
ushort, char, long, ulong
- Configurator: noSetMaxFrequency renamed to allowChangeDisplayFrequency
- Automatic choice of optimum settings at the first start
- Lights: AttenuationRangeAutomatic property
- Sound System: More correct working on the some bugged soundcard drivers
- Bug fix: HeightmapTerrain: Fading of detail maps by distance does not
work when LODs are switched off
- Bug fix: Incorrect working of DecorativeObjects in OpenGL
- Bug fix: GridPathFindSystem: The motion map does not ignore NoContact
shapes
- Bug fix: ShaderBase material: Incorrect working of AlphaBlend at the
switched on fog
- Bug fix: PhysicsSystem: Invalid working of methods Body.IsContainsPoint(),
GetPointDistance() when shape has not default Position or Rotation
- Bug fix: Region: Incorrect hit detection of object when ShapeType =
Capsule and CheckType = Center
- Bug fix: Region: Absence of serialization of property CheckType
- Bug fix: Mesh Editor: The wrong information about quantity of triangles
in a .mesh file
- Bug fix: Incorrect working of IndexData.CreateFromArray() at startIndex
!= 0
- Bug fix: Resource Editor: Error of playing of some .wav files
- Bug fix: Error of working with some archives when archive does not give
the list of directories.
- Bug fix: Sound System: Repeated playing in the attached sounds
0.5
(05.10.2007)
- License conditions, scheme and prices have changed. Licenses now differ
by functionality.
- Fixed engine problems with some ATI cards in Direct3D
- ShaderBase material: Support ps_2_0 or above (Earlier ps_2_a or above).
- DirectSound system implemented
- OpenALSoundSystem is removed
- File archives support. An interface for file archive type creation has
been added.
- Zip archives support
- Example of file archives (Data\_Tests\ZipArchiveTests)
- Dynamic parameters in gpu programs
- Example of use of dynamic parameters in gpu programs in RenderDemo
- ShaderBase material: Scroll and Rotate properties
- ShaderBase material: The format of files is changed. Compatibility for
options of animation is lost. It is necessary to set up properties of
animation anew. Be attentive.
- ShaderBase material: Dynamic parameters (DiffuseScale, EmissionScale,
ReflectionScale, SpecularScale, FadingByDistanceRange)
- Decal: Tangent vectors calculation
- Decal: High level materials support
- Sound System: Property MinDistance for channels. The MinDistance
property sets the minimum distance, which is the distance from the listener
at which sounds in this buffer begin to be attenuated.
- Sound System: Division inside of the engine on 3D and 2D channels
- Sound System: Now by a call of method SoundWorld.SoundPlay(), the new
object of class VirtualChannel is created. Earlier the free channel was
used. There could be problems when parameters of the channel change during
playing.
- For compilation of shaders in Direct3D now is used the hlsl compiler
- Camera: Orthographic projection
- SkyBox, SkyDome: Automatic distance calculation
- Gamma correction. Options in the game.
- FMOD 4.8.1
- SceneNode: Event SceneNode.AddCurrentToRenderQueue is removed. Now it is
necessary to use event MoveableObject.AddToRenderQueue.
- Tank: For tracks now are used high level materials. The dynamic
parameter in gpu program for animation of tracks is used.
- Textures: Now the loaded textures are destroyed by a call of method
Texture.Dispose()
- Bug fix: Incorrect work of DecorativeObjects with switched on stencil
shadows
- Bug fix: Incorrect work of class Character in PhysX. The character flies
on inclined planes.
- Bug fix: UISystem: Invalid serialization of buttons for switching pages
in TabControl. There was a duplication of buttons after serialization. It
was caused in file Gui\OptionsWindow.gui.
- Bug fix: FMODSoundSystem: Incorrect work of FMODSoundSystem on the some
SoundBlaster cards
- Bug fix: FMODSoundSystem: Leaks at disposing of sounds
- Bug fix: Gizmo: Not always true work in a moving mode
- Bug fix: Resource Editor: Small error at renaming materials
- Bug fix: Problems in working of editors if there are files with empty
extension
- Bug fix: Item: Small problems in the Resource Editor at moving the
attached objects
0.47
(14.09.2007)
- Decorative objects. The new tool for rendering a plenty of simple
objects. This object is convenient for creation of a grass, bushes and other
simple objects.
- Entity extended properties. Extension of Entity System. An opportunity
to add various properties to entities and to set up them. Property
ExtendedProperties in the Map Editor.
- TankDemo
- Example of realization of a vehicle (on an example of the tank)
- Animations blending
- MapObject class and Map Editor: The tool for automatic alignment of
objects on a landscape is added. MapObject: property AlignmentMethod.
- Physics System: New HeightFieldShape shape. It is supported only in
PhysX.
- HeightmapTerrain: Speed of working of physics is increased (owing to
support of HeightFieldShape shape)
- PhysXPhysicsSystem now it is active by default
- GuiRenderer: Rendering of triangles
- MeshEditor: Viewing texture uv channels
- ExtendedPropertiesDescriptor class is renamed in ExtendedFunctionalityDescriptor
- HeightmapTerrain: The heightmap size is increased up to 1024x1024
- Unit: Now the intellect is initialized before call
Intellect.OnPostCreate(). Be attentive.
- Map: Property SoundDistanceFactor in the Map Editor
- Physics System: Now static and sleeping objects can accept event
Body.Collision
- Dynamic class: In event Damage now prejudicial has type MapObject. If
this event is used in Logic Editor it is necessary to correct manually a map
in the text editor. It is necessary to find a method "methodName = Damage"
and replace "parameterType = GameGeneral.Dynamic" in "parameterType =
Engine.MapSystem.MapObject". Be attentive.
- All internal methods now are called with a prefix "_"
- GrassWaverMaterial is renamed in VegetationMaterial. It is necessary to
edit the created files of materials manually
- Vegetation material: DecorativeObjects support
- ShaderBase material:
True calculation of illumination for Culling = false
- ShaderBase material:
Property UseNormals
- ShaderBase material:
Property FadingByDistance
- ShaderBase material: Property ReceiveShadows
- MapObject attached particles:
Now the particle systems are destroy when are invisible (i.e. are
switched-off). The particle systems can be recreated during simulation.
Property ParticleSystem can give null. Be attentive.
- Dynamic class: Properties InfluenceSlotNames, FireInfluenceParticleName
are removed. See Influence: Use of the attached objects.
- Influence: Use of the attached objects. Now at activation of influence,
all the attached objects at which Alias coincides with a name of type of
influence, become visible. See ExplosionBarrel.type for example.
- InfluenceType: Property particleName is renamed in defaultParticleName.
Compatibility is not saved. Be attentive.
- DynamicType class: Property InfluenceOnDamage is removed. Now it is
necessary to use property AutomaticInfluences.
Compatibility is not saved. Be attentive.
- DynamicType class: Property AutomaticInfluences
- Resource Editor: MeshEditor: Visual selection of active sub mesh
- Ageia PhysX 2.7.2
- FMOD 4.6.27
- Bug fix: Visual latency of objects which are attached by means of
boneSlot.
- Bug fix: Resource Editor: Separate materials tool: Invalid work when in
names of materials there are inadmissible symbols for names of files
- Bug fix: The Map Editor falls, when there is an map nodes is expanded.
Happens when the object has others attached MapObject objects.
- Bug fix: ShaderBase
material, HeightmapTerrain: Correct calculation of distance for a fog
- Bug fix: ShaderBase material: Bug at the switched on fog and AlphaReject
function
- Bug fix: Explosion: Wrong prejudicial by a call of method DoDamage
- Bug fix: Falling of the application at incorrect values of a position of
the camera
- Bug fix: Potential bug in dynamically attached sounds
0.46
(16.08.2007)
- StaticGeometry: Opportunity to move, rotate and scale objects. An
opportunity to work by means of gizmo. Various additional options.
- ShaderBase material: 4 diffuse textures,
texture animations, clamping,
choice of texture channels
- Sky domes
- WaterPlane: Reflections (simple method), fog, splashes
- Sound System: Opportunity of reception of a sound from a microphone
- RenderDemo is updated
- CraneDemo is updated
- SoundDemo is updated. Example of reception of a sound from a microphone
and generation of a sound from a code
- Map Editor: Button
"Focus Camera to Object"
- Documentation: Tutorials is updated
- Scene Management: Correct work of cameras with reflections
- Resource Editor: The tool for moving axes of meshes
- HeightmapTerrain: Now supports ps_2_0. (early ps_2_x and above)
- Game options: Opportunity of a choice of a level of water reflections
- Work of gpu programs cache is improved
- Indoor Scene Manager is optimized
- Shape: Property
SpecialLiquidDensity. For adjustment of special density in water.
- Bug fix: ShaderBase material:
Incorrect work of spot light sources
- Bug fix: ShaderBase material: Incorrect work an alpha blending with a
fog
- Bug fix: Wrong serialization of layers in the Map Editor
- Bug fix: In some cases invalid work of WaterPlane and SkyBox during
simulation
- Bug fix: Wrong detection of visibility of flares at the switched on
shadows
- Bug fix: Problems of a relative mouse mode on the multimonitor systems
- Bug fix: Map Editor:
Incorrect work Undo/Redo at creation/removal of objects
- Bug fix: Bullet: Wrong orientation of bullets with gravitation
- Bug fix: Door: Twitching mesh at closing a door
- Bug fix: Invalid work of occluders in some cases
- Bug fix: Error of creation of new type on base of
class Turret
0.45
(18.07.2007)
- 64-bit High Dynamic Range rendering (Bloom, adaptive exposure)
- Option of global technique of rendering (At present it Standard and HDR
techniques)
- Game: HDR options in the post effect window
- HeightmapTerrain: There is no limit by three light sources
- HeightmapTerrain: Spot lights
- HeightmapTerrain: Opportunity in real time to change parameters of the
fog
- Warning! ShaderBaseHighLevelMaterial is renamed to ShaderBaseMaterial.
It is necessary manually in all .highMaterial files to replace "ShaderBaseHighLevelMaterial"
on "ShaderBaseMaterial". Be attentive.
- ShaderBase material: Spot lights
- ShaderBase material: True work of normal mapping, parallax mapping
in the ambient light
- ShaderBase material: Lighting, Blending, Culling, Alpha rejection
properties
- ShaderBase material: Transparent property is removed. It is necessary to
use Blending property. Be attentive.
- SkyBox high material is removed. Now creation of a material for skyboxes
is not necessary. It is necessary to specify a texture of skybox in object
SkyBox.
- OGRE 1.4.3
- Resource Editor: Work with files of materials and particle systems is
improved
- The code for work with composers is changed. Now he is easier and more
clear.
- FPSWeapon and GrassWaver programs is removed. Now it is necessary to use
respective high level materials.
- Light: Attenuation range now is automatically calculated
- Option for debugging drawing of a light sources (Debug: Draw lights)
- Ingame GUI: Opportunity for rendering from a backside (property
DrawFromBackSide in the attached object)
- ScrollBar: Enable property
- Light: Visible property
- Bug fix: Some render problems on multiprocessor systems
- Bug fix: Resource Editor: Error at renaming materials
- Bug fix: Superfluous calculation of management scene at active
posteffects
- Bug fix: True calculation of bounds for attached ingame GUI
- Bug fix: CheckBox: Incorrect work at Enable = false
0.44
(30.06.2007)
- High level materials. High
level materials -
it is a extension above standard materials for procedural generation of
standard materials and shaders. High level materials simplify creation of new
materials. Allow to generate various variations of shaders. From the point
of view of designers, the high level material represents the list of
properties (a paths to textures, colors, etc.). Also there is an opportunity
to create the templates of materials on the basis of SDK.
- The Material Editor for a high level materials.
- ShaderBase high level material: Base template for creation shader
materials. diffuse maps, specular
maps, emission maps, normal mapping, parallax mapping, cubemap environment
mapping, vertex colors, transparency (ShaderBaseHighLevelMaterial template).
- RenderDemo updated: Parallax mapping and cubemap reflections example
- Example of a class of a high level material
(SimpleExampleHighLevelMaterial template)
- Template of a high level material for creation a skyboxes.
(SkyBoxHighLevelMaterial template)
- CubemapZone. Cubemap zones are intended for accommodation on a map of
zones for cubemap reflections (environment mapping). Cubemap zones at
loading a map render a scene in a cubemap textures. During rendering a
scene, the object being a zone, uses a cubemap texture of a zone. It is used
in ShaderBase high level material.
- Shader programs PerPixelLighting, BumpMapping,
OffsetMapping are removed. Now it is necessary to use
ShaderBaseHighLevelMaterial.
- HeightmapTerrain: Smoother switching of LODs
- HeightmapTerrain: Smaller amount of used memory
- HeightmapTerrain: Per pixel lighting
- Entity System: Complete support of serialization through FieldSerialize
attribute. Including support of custom structures and classes.
- Documentation: Serialization in Entity System is updated
- Resource Editor: The tool for scaling models. The button "Scale axises".
- WindowAppExample. Example of initialization of a engine in the WinForms
application.
- Skyboxes now are correctly oriented
- Properties Portal.Active, Occluder.Active (Are not visible in the Map
Editor)
- More detailed limitation of the shader version in the Configurator (vs_2_0,
vs_2_a, ps_2_0, ps_2_a, ps_2_b)
- It is not necessary to specify attributes any more for QuatShowAsAnglesConverter,
ColorValueAsByteConverter. Now it is made automatically.
- MaterialManager: Now the created material has no any techniques by
default (method Create)
- TextBlock: It is a little more user friendly serialization of attributes
- 3dsExporter: Export of vertex colors
- Bug fix: HeightmapTerrain: Errors appearing at edges of map are
corrected
- Bug fix: HeightmapTerrain: Incorrect display at creation of a new map
- Bug fix: Crash of the Resource Editor at opening Decal.type
- Bug fix: Wrong limitation of the shader version in a Configurator
- Bug fix: Wrong value Viewport.Dimensions
- Bug fix: Resource Editor: Error of creation of new type with a class
"Door"
- Bug fix: Incorrect work of posteffects at change of the window size in
Direct3D
- Bug fix: Incorrect work of dynamic geometry with stencil shadows.
- Bug fix: Explosion class: Absence of influence from explosion at death
of object. (an example: zombie do not burns, if it killed by grenade).
- Bug fix: Map Editor: The error of rotate objects in which is joints
exists (for example the crane)
- Bug fix: Wrong serialization of object StaticSound
- Bug fix: Wrong dimensions of models after turn of axes in the Resource
Editor
0.43
(02.06.2007)
- Ageia PhysX implemented
- Decals (only for static objects)
- Physics System: Continuous collision detection
- Physics System: Work of joints is improved (axises and limits). Bug
fixes. Be attentive.
- Physics System: Work of motors is improved (geared and servo motors)
- Physics System: Static and dynamic frictions
- Physics System: The method of calculation of destruction joints is
changed (for compatibility with PhysX)
- Physics System: It is allow to change contact group of shapes during
simulation (Shape.ContactGroup).
- Physics System: Now RayCastResult is a structure. Be attentive.
- Physics System: RayCastResult: triangleID for Mesh shapes
- PhysicsDemo: Demonstration work of continuous collision detection
- PhysicsDemo: Demonstration of creation of destructible objects
- ODEPhysicsSystem: Simple continuous collision detection (see the
documentation for the more information)
- WoodBox: Example of creation of destructible objects (PhysicsDemo)
- Configurator: Opportunity to choose physics library
- EntityType Editor: Option "Show invisible attached objects"
- EntityType Editor: Option "Filter attached objects by alias"
- Log: thread safe
- SDK: The source code of a Configurator is accessible
- OGRE 1.4.1
- MathEx: Class for generation of simple geometrical models (sphere,
cylinders, capsules, boxes)
- Resource Editor: The tool for rotation axes of models. The button
"Rotate axises".
- 3dsMax LEXIExporter: Adapted for the NeoAxis Engine (Correct export of
axes)
- 3dsMaxExporter: Correct work with XmlConverter, more convenient export
of materials, a grouping of geometry to smaller amount of subMeshes
- Documentation: The information on physics systems (ODE and PhysX)
- ComboBox: Correct display of the dropping out list at outside the limits
of the screen
- Dynamic class: The code of copying of velocities to children from
DieObjects is removed. Now there is property CopyVelocitiesFromParent in the
attached objects.
- BlinkGrid class:
Example of creation of dynamic geometry (see RenderDemo)
- Entity System: Tick the created object can be caused only on following
Tick the world (earlier at once in this Tick)
- GridPathFindSystem: Now there is an opportunity to add in MotionMap
objects without physical model
- HeightmapTerrain: A little more correct creation of geometry
- Bug fix: UISystem: Correct work with non round2 textures
- Bug fix: Incorrect Damage detection at compound objects (reception
damage twice if the object has the attached objects).
- Bug fix: Attached sounds: Interruption not looped sounds at
MapObject.Visible = false
- Bug fix: Resource Editor:
Error at creation of a material
- Bug fix: Incorrect transformation of the attached objects (when there
are local transformations)
- Bug fix: Entity System:
Incorrect serialization of some fields (invalid work with default values)
- Bug fix: Incorrect work with bones in some models
0.42
(03.05.2007)
- Free Non-commercial license
- OGRE 1.4
- Work on 64bit systems and Windows Vista
- HeightmapTerrain: fog
- Resource Editor: The editor of vertex channels of mesh
- Weapon: Now does not get through walls in a FPS mode
- Correct work with tangent vectors in shaders. It is necessary regenerate
tangent vectors for meshes.
- PerPixelLighting, BumpMapping, OffsetMapping: Rewritten for variable
quantity of light sources. Speed of work is increased, ambient light,
specular maps.
- Templates of materials BumpMapping, OffsetMapping are removed. Now it is
necessary to create a full material.
- Correct work of BumpMapping and
OffsetMapping shaders in OpenGL
- Attached meshes: Property PhysicsToCollision
is removed. Now it is necessary to use property ToCollision for the attached
meshes. Compatibility with old versions is saved.
- Collision: Properry UseStaticGeometry is removed. Transferred in
property StaticGeometry. Compatibility with old versions are _not_ saved. Be
attentive.
- StaticGeometry, Collision, MapObjects: Property CollisionMaterialName.
Opportunity to specify a physical material.
- Collision: Custom meshes. Now it is possible to create many meshes.
Property CustomMeshName is removed. Compatibility with old versions are
_not_ saved. Be attentive.
- WaterPlane: Physical influence on objects
- WaterPlane: Automatic change skybox in a material
- Correct texture filtration in ingame GUI
- Work in a full-screen mode is accelerated
- Map Editor: Work of a mode "Run simulation" is improved
- GridPathFindSystem: Opportunity to set a many bounds for one object (OnGetObjectBounds)
- GridPathFindSystem: Opportunity temporarily to clear many rectangular
areas (DoTempClearMotionMap)
- GridPathFindSystem: Correct work with HeightmapTerrain
- Region: Work for the big count of objects is
optimized
- Shape: Property for get volume of shape
- Log: Now Ogre.log data will write to the general log
file of the application
- Bug fix: HeightmapTerrain: Incorrectly displayed geometry bugs are
corrected
- Bug fix: MathEx.Bounds.RayIntersection()
- Bug fix: In some cases crashing program by
call Map.GetObjectsWithCollision
- Bug fix: Unstable work at use a post effects in additional render
targets
- Bug fix: Map Editor: It is impossible to
change properties at the several selected objects
0.41
(15.04.2007)
- HeightmapTerrain (paint layers, geomorphing in a vertex shader,
material LODs)
- HeightmapTerrain Editor
- TerrainDemo
- Link to bones of model with physical bodies. An opportunity to create
any ragdolls in the physics editor.
- RagdollDemo
- Conditions of licensing are changed
- Example: Creation of a water plane (WaterPlane entity)
- Example: Vegetation shader (fir example)
- Map Editor: Collision it is updated automatically
- EControl: MouseWheel event
- Explosion entity: The formula of calculation
of force of an impulse is changed
- Collision: Faster generating
- Check for not removed objects of a render
- Attached meshes: Normalization of normals when the
scale is not equal to 1
- Map: Opportunity to set node size for each map
- MathFunctions.Clamp: the interface is changed
- Bug fix: Resource Editor: White texture at viewing
materials and models
- Bug fix: Wrong rendering at the switched on clipping
by rectangle. SetScreenClipRectangle.
- Bug fix: Editors: Possible crash at an exit
- Bug fix: VideoBox: Incorrect rendering in some
videocards
- Bug fix: Logic System: The error of
compilation when exists a entity class with same name of a logic class
- Bug fix: Incorrect rendering of debug geometry in
some cases
0.4
(17.03.2007)
- SDK
- Non-commercial license
- Entity Type Editor: Attached objects can now be adjusted visually
- Opportunity to create objects by means of Objects Creation Collection
and to transfer them to the attached objects list. It enables to create
objects which follow the owner. For example flashes from shots attach to the
gun and move together with him.
- Resource Editor: Support of viewing of file
types: hdr, psd, bmp, gif
- Resource Editor: Save button
- Map Editor: Tips above objects (to include go to options dialog)
- Map Editor: Camera control: Alt + right button
- Camera move front/back
- Map Editor: Camera control: middle button -
Camera strafe
- Resource Editor: MeshEditor: bones view
- "Solid" renamed to "Body". Compatibility with old
.physics files is saved.
- Entity Type Editor: AttachedObject.Solid, SlotName,
BoneName properties with combo boxes for convenience
- Dynamic.SoundPlay3D: The parameter at which the sound attach to object
is added. Now sounds can move with object of the owner.
- Caching on a disk a static geometry tiles
- The opportunity to change a near/far distance of the camera for each map
separately is added
- Class MapType: CameraNearFarRange renamed to NearFarClipDistance
- Faster work of texture shadows
- Class MeshObject.BoneSlot moved to MapObjectAttachedMesh.BoneSlot
- Resource Editor: Work with ".type" files is improved. Renaming of types,
removing.
- Attached Ribbon Trail: CastShadows property
- Class GameGeneral.PlayerCharacter correrted and bugs are fixed
- Class MapObjectAttachedParticle:
EnableStartTime property renamed to StartTime.
- Objects Creation Collection: class MapObjectCreateMesh. To create
temporary models and to attach them to the owner
- Resource Editor: In a name of materials it is allow
to use "/"
- Copying a log files at a fatal error
- Contact groups removed ContactGroups.Dynamic1 and
ContactGroups.Dynamic2
- Logic System: The file of the control sum for check of changes of files
of maps is added.
- Classes Mesh, SubMesh, VertexData, IndexData: Methods for simple
creation of buffers from managed arrays and extraction of data from buffers
are added
- Map Editor: More correct selection of objects by the mouse
- Scene management is a little optimized
- Bug fix: Visually the physics never falls asleep
- Bug fix: Impossibility to add in StaticGeometry models containing
diffuse color in vertices
- Bug fix: Wrong definition of flares visibility at the switched on
shadows
- Bug fix: Impossibility to receive the notice on pressing keys
Keys.LShiftKey, Keys.RShiftKey, Keys.LControlKey,
Keys.RControlKey
- Bug fix: Incorrect work of method Map.GetObjectsByScreenRectangle at
switched on stencil shadows
- Bug fix: Wrong calculation Solid.Bounds
- Bug fix: Incorrect work of many methods ToString( int precision ) in
MathEx assembly
- Bug fix: Incorrect work of methods of a class RenderFrustum (ViewMatrix,
ProjectionMatrixRS, GetReflectionMatrix)
- Bug fix: Incorrect rendering of a grid in the Physics Editor
0.36
(20.02.2007)
- LOD's. Adjustment in the Resource Editor. Automatic generation.
- Game: It is a little changed GameWindow.cs for
more simple creation of new game modes
- PostEffects: Option "Apply PostEffects to
Screen Gui"
- Map Editor: Dialogue at map loading for change of
missing entity type
- MapsWindow: Now maps are searched on all "Data"
directory. Earlier only in "Data\Maps".
- Collision: Opportunity to set custom mesh
- Culling ingame 3D gui by means of the scene manager (earlier only by
frustum)
- Rendering ingame 3D gui in additional render targets
- Splash screen for a game logo at start
- GUI rendering speed increased
- The buffer of color now is not cleared if is active SkyBox
- Some optimization of physical system
- FMOD updated to 4.6.9
- "Relations" system renamed to "Relationships"
- Class DefaultMapRenderTargetListener is not used any more since it is
not necessary
- The part of the documentation is written. It will be presented in SDK.
- Bug fix: True rendering ingame 3D gui
- Bug fix: Occluders does not cut outdoor portals
- Bug fix: Configurator: dump of the screen resolution
in a windowed mode
- Bug fix: Game: a decreasing window size at game
restart in windowed mode
- Bug fix: Twitchings of a player gun at active
posteffects
- Bug fix: Leaks in LogicSystem at destruction
of a map
- Bug fix: Map Editor: impossibility to select some
objects in just created map
- Bug fix: The impossibility to edit a .type
files if a directory to it has been renamed
0.35
(08.02.2007)
- Scene management. New portal system for the culling of invisible
geometry. Ability to set zones and connect them with portals. Work in a
mixed indoor-outdoor scene manager, with the ability to set occulers.
- Map Editor: Undo/redo support (Except for Logic Editor)
- FPSDemo (Only demonstration of zones and portals)
- Material: Per pixel lighting for three light sources in one pass
- Material: Bump mapping for three light sources in one pass. With
specular texture and without.
- Material: Offset mapping for three light sources in one pass
- Diagnostics mode "FrustumTest". Allows to see cull objects behind the
screen. To switch on it is possible through the menu "Debug".
- Mode of debugging drawing of zones, portals and occluders
- Gizmo: World and local transformations of objects
- Gizmo: Improved work a position mode
- Map Editor: More correct transform object at its
creation
- Map Editor: Sound. Volume control.
- Map Editor: Modified flag. For display of dialogue about necessity of
save of a map.
- Map System: Reception of objects on a screen rectangle now is faster
- Map System: Reception of objects by frustum
- Map System: The type "StaticSound", intended for simple creation of
static sounds on a map is added
- Resource Editor: Opportunity to create a new empty material
- Vertical sync control
- Filtration control: Bilinear, Trilinear, Anisotropic 2-16x
- ListBox: Vertical scroll bar
- Gui Renderer: ClipRectangle for quad and texts
- GameGeneral: RespawnPoint renamed to SpawnPoint
- The object "WindMill", as an example of creation of dynamic physical
objects is added
- The part of the documentation is written. It will be presented in SDK.
- Bug fix: Leaks in UI System at detach control from the parent
- Bug fix: Short-term playing of inactive static sounds at loading a map
- Bug fix: Map Editor: Error of start of
simulation at just created map
- Bug fix: Physics Editor: Shapes Collection Editor: Impossible to create
shapes.
- Bug fix: Map Editor: Correct calculation of objects in a layer
0.34
(08.01.2007)
- Gui Editor
- Sound Demo
- Virtual channels management. Virtual channels allow thousands of
channels to play on limited hardware/software. Sounds are swapped in and out
according to 3d distance and priority.
- Opportunity to add new control types (by means of foreign dynamic
linkable assemblies)
- Map Editor: Selection layers
- UI System: VideoBox (with sound support)
- Ogg Theora Video updated to 1.0 alpha7
- Depth Of Field (not finished)
- Flares
- Full screen antialiasing
- Posteffects management in a demo moved to menu
- The installer: Progress bar during optimization
- Resource Editor: Correct renaming and copying
of materials
- Bug fix: Crash program at minimization with active posteffects
- Bug fix: Sound System: Identical scaling of
sounds remoteness at OpenAL and FMOD
0.33
(17.12.2006)
- Physics Model Editor
- Crane Demo. A demonstration of complex physical constructions.
- Tests of physical models. In directory Data\_PhysicsTests.
- Abstract wrapper for physics it is completely refactored and rewritten
on C#. Now it is even easier implement another third-party physics
libraries. There is a base physical system PhysicsSystem.dll and implemented
ODEPhysicsSystem.dll.
- Physics Demo: RayCast and VolumeCast tests
- The format of physical models is changed
- Breakable joints
- Per shape RayCast (earlier was on bodies)
- Per shape collision events of physical objects (earlier was on
bodies)
- Physical materials
- Dynamic user-defined triangular mesh collision shapes
- Physical motors are advanced. Bug fixes.
- Resource Editor: renaming, copying of resources
- Resource Editor: automatic resource updating from external modification
- Resource Editor: Opportunity to edit physical model with viewing the
attached models to bodies
- Particle System Editor: It is displayed the list affectors. An
opportunity them to select.
- Particle System Editor: multiselection, copying
- Particle System Editor: creation of emitters and affectors through the
context menu
- ODE is updated up to version 0.7
- Open Physics Abstraction Layer (OPAL) is not used any more
- Character: impossibility to go on strongly inclined surfaces
- Turret: The class is strongly simplified both by a
principle of work, and on a way of designing of new objects
- Map Editor: EntityExpandedToolBar -
Opportunity entities to add buttons in toolbar
- OpenAL implemented
- Sound library FreeSL is removed
- Demo: The option of the screen size and quality of
color is divided.
- Work with a window of the application is improved
- New dialog of options for editors. In the editor of resources for each
editor the options.
- Optimization of productivity .NET assemblies under concrete system at
installation of a demo
- Bug fix: Incorrectly oriented fastened particle systems
- Bug fix: Problem with joints connected to static
bodies
- Bug fix: Mat3.ToQuat()
0.32
(27.11.2006)
- Particle System Editor
- TPS Arcade Demo. A sample implementation of a
third-person shooter game.
- Cut Scene Demo. A demonstration of cut-scene
creation.
- UI System Demo
- Opportunity to limit as much as possible used version shaders. By means
of a configurator.
- Work on videocards without shaders support
- Curves. Bezier, uniform cubic splines.
- Cameras. Static and moving on splines.
- Cut scene manager
- UI System: VideoBox. Support
ogg theora video (while without a sound)
- UI System: EditBox
- Design methods in Logic Editor: copy/paste,
drag and drop, multiselection
- Script Editor: Find and Replace
- Change of the video resolution in a configurator
- Gizmo more correct scaling and a step
- Character bug fixes and optimizations
- Various small additions, bug fixes and optimizations
- and an animated rabbit :)
0.31
(13.11.2006)
- The sixth demo. RTS Demo. A sample implementation of a real-time
strategy game.
- Expandable grid-based path finding system
- Virtual multithreading in the logic system. An opportunity of parallel
execute design methods by means of commands of expectation (Logic.Wait).
- Management of cameras
- More convenient work with static objects in the Map Editor (creation,
selection)
- Free Sound Library FreeSL partially implemented (no streaming)
- Opportunity of a choice of sound system in a Configurator
- Various small additions and bug fixes
0.3
(30.10.2006)
The first public release
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