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Combined display of all available logs of C4 Engine Wiki. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

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  • 11:00, 15 July 2023 Eric Lengyel talk contribs uploaded File:NewWorld4.png
  • 10:59, 15 July 2023 Eric Lengyel talk contribs created page File:NewWorld3.png
  • 10:59, 15 July 2023 Eric Lengyel talk contribs uploaded File:NewWorld3.png
  • 10:59, 15 July 2023 Eric Lengyel talk contribs created page File:NewWorld2.png
  • 10:59, 15 July 2023 Eric Lengyel talk contribs uploaded File:NewWorld2.png
  • 10:59, 15 July 2023 Eric Lengyel talk contribs created page File:NewWorld1.png
  • 10:59, 15 July 2023 Eric Lengyel talk contribs uploaded File:NewWorld1.png
  • 10:57, 15 July 2023 Eric Lengyel talk contribs created page Fog Spaces (Created page with "In the C4 Engine, a '''fog space''' is a node that causes fog to be rendered in a scene. It's actually a half-space because all space is divided in half by a single boundary plane, and fog is rendered on one side of the plane. == Creating a Fog Space == right A fog space is placed in a world using the Fog Space tool in the Atmosphere Page (shown to the right) in the World Editor under the Object tab. This tool draws a rectangular...")
  • 10:57, 15 July 2023 Eric Lengyel talk contribs created page File:Linearfog.jpg
  • 10:57, 15 July 2023 Eric Lengyel talk contribs uploaded File:Linearfog.jpg
  • 10:56, 15 July 2023 Eric Lengyel talk contribs created page File:Constantfog.jpg
  • 10:56, 15 July 2023 Eric Lengyel talk contribs uploaded File:Constantfog.jpg
  • 10:56, 15 July 2023 Eric Lengyel talk contribs created page File:Editor atmosphere.png
  • 10:56, 15 July 2023 Eric Lengyel talk contribs uploaded File:Editor atmosphere.png
  • 10:55, 15 July 2023 Eric Lengyel talk contribs created page Motion Blur (Created page with "right|frame|'''Figure 1.''' Motion blur is visible due to the movement of the camera and the falling debris. The C4 Engine is capable of rendering full-scene motion blur as a post-processing effect. Motion blur in C4 is based on the concept of a velocity buffer, and it employs a sophisticated algorithm that uses information in both the velocity buffer and the structure buffer to apply the correct blur after the entire scene has been rendered. The...")
  • 10:55, 15 July 2023 Eric Lengyel talk contribs created page File:Motionblur.jpg
  • 10:55, 15 July 2023 Eric Lengyel talk contribs uploaded File:Motionblur.jpg
  • 10:54, 15 July 2023 Eric Lengyel talk contribs created page Cascaded Shadow Mapping (Created page with "__NOTOC__ Cascaded shadow mapping is the method used by the C4 Engine to cast real-time dynamic shadows over very large areas for an infinite light source. This article describes the settings that control the sizes of the cascades and the transition areas between them, which affect the resolution of the shadows and the smoothness involved in changing from one cascade to another. == Shadow Settings == The infinite light generates up to four separate shadows maps during...")
  • 10:54, 15 July 2023 Eric Lengyel talk contribs created page File:Cascades.png
  • 10:54, 15 July 2023 Eric Lengyel talk contribs uploaded File:Cascades.png
  • 10:53, 15 July 2023 Eric Lengyel talk contribs created page Models and Instanced Worlds (Created page with "__NOTOC__ There are two file formats in which scene data can be saved for use in the C4 Engine: # A world file having the <code>.wld</code> extension. # A model file having the <code>.mdl</code> extension. Both of these types of resources can contain just about any kind of scene data, and they can both be loaded into a larger world as instances of the data they contain. This article describes the differences between models and instanced worlds and discusses when one ty...")
  • 10:52, 15 July 2023 Eric Lengyel talk contribs created page File:Editor worlds.png
  • 10:52, 15 July 2023 Eric Lengyel talk contribs uploaded File:Editor worlds.png
  • 10:52, 15 July 2023 Eric Lengyel talk contribs created page File:Editor models.png
  • 10:52, 15 July 2023 Eric Lengyel talk contribs uploaded File:Editor models.png
  • 10:51, 15 July 2023 Eric Lengyel talk contribs created page The C4 Rendering Pipeline (Created page with "right|frame|'''Figure 1.''' The major stages of the C4 Engine rendering pipeline. The C4 Engine executes a complex sequence of rendering operations during each frame of gameplay. This article gives a high-level overview of the various components of the C4 Engine rendering pipeline so that users of the engine, having some knowledge of its internal processes, can achieve more efficient results. The following sections describe the rendering stages exec...")
  • 10:51, 15 July 2023 Eric Lengyel talk contribs created page File:Pipeline.png
  • 10:51, 15 July 2023 Eric Lengyel talk contribs uploaded File:Pipeline.png
  • 10:49, 15 July 2023 Eric Lengyel talk contribs created page Defining a Custom Method (Created page with "In the C4 Engine, a ''method'' refers to an individual action that can appear in a script. There are many types of methods built into the engine, and an application can define its own custom methods by implementing new subclasses of the [http://c4engine.com/docs/Controller/Method.html Method] class. == Defining a Method Subclass == In this article, we will use the example of a method called <code>ChangeLightColorMethod</code> that simply changes the color of a light so...")
  • 10:48, 15 July 2023 Eric Lengyel talk contribs created page Defining a Custom Controller (Created page with "In the C4 Engine, a ''controller'' is attached to a node to give it some kind of dynamic behavior. A controller is represented by a subclass of the [http://c4engine.com/docs/Controller/Controller.html <code>Controller</code>] class and contains all of the information needed to move or change an object in some way. It is often the case that a controller is assigned to a node and configured in the World Editor under the Controller tab in the Node Info window. == Defining...")
  • 10:46, 15 July 2023 Eric Lengyel talk contribs created page Distribution Controller (Created page with "__NOTOC__ The '''Distribution Controller''' is a special type of controller that forwards the messages it receives to other controllers. This can be useful for performing the same action on multiple nodes in the world using only a single script method. If the target of a script method has a Distribution Controller attached to it, then it's as if the same script method were applied to all of the nodes to which the distribution controller forwards its messages. As an exam...")
  • 10:46, 15 July 2023 Eric Lengyel talk contribs created page Animation Controller (Created page with "__NOTOC__ The '''Animation Controller''' is a type of controller that can be used to play animations for a generic model. == Settings == The following settings are available for Animation Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{Setting|'''Initial animation name'''|The name of the animation resource that is initially applied to the model.}} |- {{Setting|'''Animation is initially playing'''|If checked, then the animation is initially playing whe...")
  • 10:45, 15 July 2023 Eric Lengyel talk contribs created page Physics Controller (Created page with "__NOTOC__ The '''Physics Controller''' is a type of controller that represents the global physics simulation. The Physics Controller is built into the core engine, and automatically assigned to the Physics Node when it is placed in the scene. A single Physics Node should be placed in any world that uses the built-in physics simulation by using the tool in the Physics Page. == Settings == The following settings are available for Physics Controllers. {| {{Table}} {{...")
  • 10:45, 15 July 2023 Eric Lengyel talk contribs created page Rigid Body Controller (Created page with "__NOTOC__ The '''Rigid Body Controller''' is a type of controller that represents a rigid body in a physics simulation. The Rigid Body Controller is built into the core engine, and it's used for all solid objects that move under the control of the built-in physics system. == Settings == The following settings are available for Rigid Body Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Rigid Body Flags'''|}} |- {{Setting|'''...")
  • 10:44, 15 July 2023 Eric Lengyel talk contribs created page Category:Physics (Created blank page)
  • 10:44, 15 July 2023 Eric Lengyel talk contribs created page Category:Controllers (Created blank page)
  • 10:44, 15 July 2023 Eric Lengyel talk contribs created page Cloth Controller (Created page with "__NOTOC__ The '''Cloth Controller''' is the type of controller assigned to a dynamic cloth geometry. The Cloth Controller is built into the core engine, and it is part of the Physics Manager. == Settings == The following settings are available for Cloth Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Deformable Body Flags'''|}} |- {{Setting|'''Ignore force fields'''|If checked, then force fields do not affect this...")
  • 10:43, 15 July 2023 Eric Lengyel talk contribs created page Rope Controller (Created page with "__NOTOC__ The '''Rope Controller''' is the type of controller assigned to a dynamic rope geometry. The Rope Controller is built into the core engine, and it is part of the Physics Manager. == Settings == The following settings are available for Rope Controllers. {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Deformable Body Flags'''|}} |- {{Setting|'''Ignore force fields'''|If checked, then force fields do not affect this rop...")
  • 10:43, 15 July 2023 Eric Lengyel talk contribs created page Spin Controller (Created page with "__NOTOC__ The '''Spin Controller''' is a type of controller that causes a node to continuously spin about a particular axis. The Spin Controller is built into the core engine, and it is one of four ''kinematic'' controllers that cause an object to follow an exact motion. Rigid bodies controlled by the Physics Manager are able to interact with kinematic objects, but they cannot stop kinematic objects or alter their motions. A kinematic object pushes rigid bodies out of it...")
  • 10:42, 15 July 2023 Eric Lengyel talk contribs created page Rotation Controller (Created page with "__NOTOC__ The '''Rotation Controller''' is a type of controller that causes a node to rotate forward or backward through a given angle. The Rotation Controller is built into the core engine, and it is one of four ''kinematic'' controllers that cause an object to follow an exact motion. Rigid bodies controlled by the Physics Manager are able to interact with kinematic objects, but they cannot stop kinematic objects or alter their motions. A kinematic object pushes rigid b...")
  • 10:42, 15 July 2023 Eric Lengyel talk contribs created page Oscillation Controller (Created page with "__NOTOC__ The '''Oscillation Controller''' is a type of controller that causes a node to oscillate between two positions on a sine wave. The Oscillation Controller is built into the core engine, and it is one of four ''kinematic'' controllers that cause an object to follow an exact motion. Rigid bodies controlled by the Physics Manager are able to interact with kinematic objects, but they cannot stop kinematic objects or alter their motions. A kinematic object pushes rig...")
  • 10:40, 15 July 2023 Eric Lengyel talk contribs created page Template:Setting (Created page with "| style="vertical-align: top; background-color: #F6F6F6; border: solid 1px #444; padding: 2px 24px 2px 6px;" | {{{1}}} | style="vertical-align: top; background-color: #F6F6F6; border: solid 1px #444; padding: 2px 6px 2px 6px;" | {{{2}}}")
  • 10:40, 15 July 2023 Eric Lengyel talk contribs created page Template:HeadingSetting (Created page with "| style="vertical-align: top; background-color: #E8E8E8; border-left: solid 1px #444; border-right: solid 1px #444; border-top: solid 2px #444; border-bottom: solid 2px #444; padding: 2px 24px 2px 6px;" | {{{1}}} | style="vertical-align: top; background-color: #E8E8E8; border-left: solid 1px #444; border-right: solid 1px #444; border-top: solid 2px #444; border-bottom: solid 2px #444; padding: 2px 6px 2px 6px;" |")
  • 10:40, 15 July 2023 Eric Lengyel talk contribs created page Movement Controller (Created page with "__NOTOC__ The '''Movement Controller''' is a type of controller that causes a node to move forward and backward between two positions. The Movement Controller is built into the core engine, and it is one of four ''kinematic'' controllers that cause an object to follow an exact motion. Rigid bodies controlled by the Physics Manager are able to interact with kinematic objects, but they cannot stop kinematic objects or alter their motions. A kinematic object pushes rigid bo...")
  • 10:39, 15 July 2023 Eric Lengyel talk contribs created page String Tables (Created page with "'''String tables''' are used by the C4 Engine to store human-readable text strings in resources that are external to the engine code and game code. The use of string tables is not required, but they can be convenient for storing strings separately in order to make localization easy and allow text to be changed without the need to recompile your game. == String Table Resources == String table resources have the <code>.str</code> file extension and reside inside subfolde...")
  • 10:38, 15 July 2023 Eric Lengyel talk contribs created page File Locations (Created page with "The following table lists the locations where certain types of files created by the C4 Engine are stored under Windows. {| {{Table}} {{Tablehead|File Type|File Location}} |- {{Tablerow|Log file|<code>C:\Users\''<username>''\AppData\Local\C4 Engine\</code>}} |- {{Tablerow|Configuration files|<code>C:\Users\<username>\AppData\Roaming\C4 Engine\</code>}} |- {{Tablerow|Screenshots and saved games|<code>C:\Users\<username>\Documents\C4 Engine\</code>}}...")
  • 10:36, 15 July 2023 Eric Lengyel talk contribs created page Pack Files and Virtual Directories (Created page with "The Resource Manager supports pack files and a virtual directory hierarchy. All resources are stored inside the <code>Data</code> folder, where resources can be organized in an arbitrary manner. However, the top-level contents of the <code>Data</code> folder have special meanings. All of the top-level sub-folders of the <code>Data</code> folder behave as if their contents belonged to a single virtual folder at the root of the resource name space. These top-level subfold...")
  • 10:35, 15 July 2023 Eric Lengyel talk contribs created page Command Console (Created page with "480px|right The '''Command Console''' window can be opened at any time by pressing the tilde/grave key. (On some non-English keyboards, the key directly below the Escape key should be used.) The window displays a command line and an output buffer as shown in the image to the right. If the C4 Engine was built using the debug settings, the window displays "(Debug)" to the right of the build number. The console stores a small command history that can b...")
  • 10:32, 15 July 2023 Eric Lengyel talk contribs created page File:Console.png
  • 10:32, 15 July 2023 Eric Lengyel talk contribs uploaded File:Console.png
  • 10:30, 15 July 2023 Eric Lengyel talk contribs created page Template:Tablerow (Created page with "| style="vertical-align: top; background-color: #F6F6F6; border: solid 1px #444; padding: 2px 24px 2px 6px;" | {{{1}}} | style="vertical-align: top; background-color: #F6F6F6; border: solid 1px #444; padding: 2px 6px 2px 6px;" | {{{2}}}")
  • 10:30, 15 July 2023 Eric Lengyel talk contribs created page Template:Tablehead (Created page with "| style="font-weight: bold; vertical-align: top; background-color: #80C8FF; border: solid 1px #444; border-bottom: solid 2px black; padding: 2px 24px 2px 6px;" | {{{1}}} | style="font-weight: bold; vertical-align: top; background-color: #80C8FF; border: solid 1px #444; border-bottom: solid 2px black; padding: 2px 6px 2px 6px;" | {{{2}}}")
  • 10:30, 15 July 2023 Eric Lengyel talk contribs created page C4 Menu (Created page with "The '''C4 Menu''' is opened by clicking on the skull logo in the bottom-left corner of the screen. It contains several commands that are built into the core engine as well as commands that access the plugin tools. Most of these menu commands also have equivalent console commands that can be typed into the Command Console. {| {{Table}} {{Tablehead|Command|Description}} |- {{Tablerow|'''New World'''|Opens the World Editor with a new blank world. You can type...")
  • 10:26, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 7.1 (Created page with "__NOTOC__ '''Release date:''' April 24, 2023 == Core Engine == * Luminance and chromaticity have been separated for most things that emit light. This applies to light sources, emission attributes, and several special effects. This essentially allows color to be chosen independently of brightness, which can be much higher than 1.0. Brightness is now measured in physical quantities appropriate for the type of object. Infinite lights have illuminance measured in kilolux (...")
  • 10:25, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 7.0 (Created page with "__NOTOC__ '''Release date:''' March 22, 2023 == Core Engine == * The <code>Color4C</code> class has been renamed to [http://c4engine.com/docs/Math/Color4U.html <code>Color4U</code>] to reflect the fact that it has unsigned components. There are also new classes called [http://c4engine.com/docs/Math/Color2U.html <code>Color2U</code>], [http://c4engine.com/docs/Math/Color2S.html <code>Color2S</code>], and [http://c4engine.com/docs/Math/Color4S.html <code>Color4S</code>],...")
  • 10:24, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 6.9 (Created page with "__NOTOC__ '''Release date:''' November 2, 2018 (C4 version 6.9 corresponds to Tombstone version 2.9.) * The file formats have been updated a little bit in this version. While it's not a requirement, you ''may'' upgrade your resources to the newer formats by typing <code>updateworlds</code> in the Command Console. '''Always backup your entire Data folder before doing this just in case something goes wrong.''' == Core Engine == * All of the unsigned integer types t...")
  • 10:23, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 6.5 (Created page with "__NOTOC__ '''Release date:''' September 30, 2017 (C4 version 6.5 corresponds to Tombstone version 2.5.) == Core Engine == === Math Library === * The vector and matrix classes have been redesigned and now have new capabilities that promote higher performance and more legible code. * Vector components can now be accessed using the swizzle syntax that's available in shading languages. For example, a 3D vector <code>v</code> can be treated as another 3D vector with its...")
  • 10:22, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 6.2 (Created page with "__NOTOC__ '''Release date:''' May 11, 2017 (C4 version 6.2 corresponds to Tombstone version 2.2.) == Core Engine == === Graphics Manager === * When the <code>GL_NV_alpha_to_coverage_dither_control</code> extension is available, the engine now disables dithering for alpha to coverage rendering. This gets rid of the unsightly dot pattern sometimes visible in dense alpha-tested vegetation. == Tools == === Model Viewer === * Added a scale factor to the animation impor...")
  • 10:22, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 6.1 (Created page with "__NOTOC__ '''Release date:''' April 29, 2017 (C4 version 6.1 corresponds to Tombstone version 2.1.) == Core Engine == * The project files for Visual Studio have been updated to 2017. == Graphics Manager == * The engine no longer attempts to figure out how fast the GPU is in order to set defaults for all the rendering options. A single set of default options is now used for all GPUs. * By default, the engine now tries to create a 1920×1080 full-screen renderin...")
  • 10:21, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 6.0 (Created page with "__NOTOC__ '''Release date:''' January 27, 2017 (C4 version 6.0 corresponds to Tombstone version 2.0.) == Core Engine == * Support for the Open Data Description Language has been updated to version 2.0. === Graphics Manager === * A few new workarounds have been implemented to deal with subtle bugs in the AMD graphics driver. === Interface Manager === * All text drawing, both in the user interface and in panel effects, now uses our new technology to render glyphs on...")
  • 10:20, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 5.5.1 (Created page with "__NOTOC__ '''Release date:''' December 6, 2016 (C4 version 5.5.1 corresponds to Tombstone version 1.5.1.) == Core Engine == * The API documentation has been corrected in many places to update function names in cross references. === World Manager === * New settings have been added to the Interaction property that let you specify object-space axis and angle constraints that have to be satisfied for an object to appear interactive. The direction that the camera is look...")
  • 10:20, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 5.5 (Created page with "__NOTOC__ '''Release date:''' November 16, 2016 (C4 version 5.5 corresponds to Tombstone version 1.5.) == Core Engine == === Graphics Manager === * This version of the engine contains a workaround that avoids a bug in the current AMD graphics drivers. This has to do with the code that resolves the multisample frame buffer. === Interface Manager === * The appearance of the set of GUI widgets has been updated to be more crisp and to be ready for high DPI displays. Th...")
  • 10:19, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 5.0 (Created page with "__NOTOC__ '''Release date:''' September 20, 2016 (C4 version 5.0 corresponds to Tombstone version 1.0.) == Core Engine == * All C-style casts have been changed to constructor syntax. * The <code>*</code> and <code>%</code> operators for dot product and cross product have been removed from the engine. The <code>Dot()</code> and <code>Cross()</code> functions should always be used instead. * The container modification and iteration functions have been made more verbos...")
  • 10:19, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 4.5 (Created page with "__NOTOC__ '''Release date:''' March 28, 2015 == Core Engine == * The C4 Engine now runs on iOS devices. Separate Xcode project files are included with the engine for those who have a license for mobile development. The C4 Engine currently runs on iOS devices containing an A7 or A8 processor, listed below. ** iPad Air and iPad Air 2 ** iPad Mini with Retina display and iPad Mini 3 ** iPhone 5s and iPhone 6 * Custom properties, controllers, properties, forces, modifiers...")
  • 10:18, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 4.2 (Created page with "__NOTOC__ '''Release date:''' January 11, 2015 == Core Engine == === Graphics Manager === * Screen-space depth derivatives are now stored in the structure buffer along with the existing high-precision linear depth value. This allows for higher quality rendering along depth discontinuities, making effects such as SSAO look better. When motion blur is enabled, screen-space velocities are now stored in a separate render buffer. * Support for the Nvidia driver API has be...")
  • 10:17, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 4.1 (Created page with "__NOTOC__ '''Release date:''' December 25, 2014 == Core Engine == * The format of animation resources has changed in this release in order to accommodate morph weight animation. Existing animation resources need to be updated before they can be used in version 4.1. A conversion utility has been included, and it can be run by typing "updateanims" in the command console. This utility will update all <code>.anm</code> files in the <code>Data</code> directory hierarchy. ''...")
  • 10:17, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 4.0 (Created page with "__NOTOC__ '''Release date:''' October 14, 2014 * Note that version 4.0 may not be able to read world, model, panel, and material resources that were saved in versions earlier than version 3.5. Older resources should be updated using the <code>updateworlds</code> utility in version 3.5.x before using them in version 4.0. * Like version 3.5.x, this release contains a utility that updates world and model resources to the current format....")
  • 10:16, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 3.5.1 (Created page with "__NOTOC__ '''Release date:''' January 22, 2014 * The <code>updateworlds</code> utility included with version 3.5 has been expanded to update panel and material resources in addition to the world and model resources that it previously updated. This utility is run by typing <code>updateworlds</code> in the command console, and it should be run to prepare your resources for version 4.0. '''Note that this will overwrite all existing <code>.wld</code>, <code>.mdl</code>, <co...")
  • 10:15, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 3.5 (Created page with "__NOTOC__ '''Release date:''' January 8, 2014 * This release includes a utility function that automatically updates all world and model resources so that they use the newest format. The engine currently contains a significant amount of code that's necessary to support old formats going back many years, and this code will be removed from version 4.0. It will be necessary to run the update utility in version 3.5 before your world and model resources can be used in version...")
  • 10:14, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 3.0 (Created page with "__NOTOC__ '''Release date:''' July 29, 2013 '''WARNING:''' In version 3.0, all shaders are permanently changed to a new layout when a world is opened. See Shader Editor below. Just in case something goes wrong, please be sure to make a backup of your <code>Data</code> folder before running version 3.0. == Core Engine == * The Visual Studio projects now use shared property sheets to specify build settings. * The <code>ToolCode</code> directory has been removed, and al...")
  • 10:13, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.10.3 (Created page with "__NOTOC__ '''Release date:''' March 31, 2013 * This release several few minor improvements and bug fixes for version 2.10. There are no new features. * A problem that could occur if a resource was requested twice with name strings having different case has been corrected. * The <code>EditTextWidget</code> now automatically sets the text rendering line count when multi-line editing is enabled. * The perspective exclusion mask is now correctly passed through from a pan...")
  • 10:12, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.10.2 (Created page with "__NOTOC__ '''Release date:''' March 7, 2013 * This release several few minor improvements and bug fixes for version 2.10. There are no new features. * A problem with the shader used to render movies with an alpha channel has been corrected. * The collision detection structures have been expanded to handle meshes with a much larger number of triangles, and picking issues for dense meshes have been corrected. * Path control point picking in the World Editor has been im...")
  • 10:12, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.10.1 (Created page with "__NOTOC__ '''Release date:''' December 1, 2012 * This release contains a few minor bug fixes for version 2.10. There are no new features. * Texture coordinates for cloth geometries are now generated by default so that the front and back sides of the cloth match. * Some problems that could occur when a shader is saved in the Shader Editor have been corrected. * Cases in which the text box in a save file picker would not be populated properly when a file name was click...")
  • 10:11, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.10 (Created page with "__NOTOC__ '''Release date:''' November 16, 2012 == Core Engine == * The engine can now be compiled for 64-bit Windows. New project files for Visual Studio 2012 are included, and they have 64-bit configurations in addition to 32-bit. * Several parts of the Mac OS X code in the engine have been rewritten to use the Cocoa API. The engine no longer calls any deprecated API functions, and it can compile with the latest Mac SDK for 32-bit and 64-bit targets. * The <code>fl...")
  • 10:10, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.9.1 (Created page with "__NOTOC__ '''Release date:''' June 1, 2012 * This release contains several performance improvements and minor bug fixes in addition to those mentioned below. == Core Engine == === Graphics Manager === * Each material attribute now has a flag called <code>kAttributeMutable</code> that determines whether the constant data, such as the color, stored in the attribute can be changed after a shader has been built. This flag is not set by default as an optimization that lea...")
  • 10:10, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.9 (Created page with "__NOTOC__ '''Release date:''' May 20, 2012 * The C4 Engine now runs under Linux. Generic makefiles can be found in the <code>Linux</code> folder, and NetBeans projects can be found in the <code>NetBeans</code> folder. The engine builds for 64-bit by default. The Browser, Movies, and Font Generator plugins have not been brought to Linux yet. All other tool plugins and game modules are fully supported. == Core Engine == * The direct use of built-in integer types <code>l...")
  • 10:09, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.8 (Created page with "__NOTOC__ '''Release date:''' April 17, 2012 == Core Engine == * The config file <code>variables.cfg</code> is now named <code>engine.cfg</code>. This change was made because the file can now store more information than just the values of the system variables. === Graphics === * The velocity-depth-gradient buffer has been given the new name "structure buffer", and there is a new option in the Graphics Manager called <code>kRenderOptionStructureEffects</code>. If eith...")
  • 10:09, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.7.1 (Created page with "__NOTOC__ '''Release date:''' November 14, 2011 == Core Engine == * A workaround has been implemented for a shadow trashing bug in the AMD graphics drivers that occurs mainly on Radeon HD 4xxx GPUs. * A problem related to wheel sensitivity on certain mice has been fixed. * A problem that caused geometries rendered as decals to not be completely opaque has been fixed. * A bug in the cylinder trigger detection code has been fixed. == Tools == * A new <code>Preproces...")
  • 10:08, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.7 (Created page with "__NOTOC__ '''Release date:''' September 30, 2011 '''IMPORTANT:''' The model animation format has changed in this version of the engine, and all animation resources (with the <code>.anm</code> extension) must be converted to the new format before they can be used. To convert your animations, run version 2.7 of the engine, open the command console, and type <code>convert</code>. This will automatically convert all of the animation resources in your entire <code>Data</code...")
  • 10:07, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.6 (Created page with "__NOTOC__ '''Release date:''' July 14, 2011 * '''IMPORTANT:''' In this version, some backwards compatibility with old versions of the engine has been removed. If you have problems with old world files in version 2.6, then please open those files in version 2.5.5 and save them in the World Editor before opening them in version 2.6 again. Be sure to backup your data first. == Core Engine == * A special flag named <code>C4FASTBUILD</code> has been added at the top of the...")
  • 10:06, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.5.5 (Created page with "__NOTOC__ '''Release date:''' April 14, 2011 == Core Engine == === Graphics === * The shadow mapping capabilities used by the landscape light have been redesigned. There is no longer any restriction on geometry size relative to the section sizes for a landscape light. This allows smaller section sizes closer to the camera, which produce higher-resolution shadow maps, without having to worry about objects spanning more than two consecutive sections. * The timer query...")
  • 10:06, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.5.2 (Created page with "__NOTOC__ '''Release date:''' March 1, 2011 == Core Engine == === System Utilities === * Additional support for foreign keyboards has been implemented. * The function registered for a mouse event handler must now return a boolean value indicating whether it handled the event. Like the keyboard event handlers, a mouse event handler function will only be called if the preceding event handler returned <code>false</code>. === World Manager === * Corrected a situation i...")
  • 10:05, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.5.1 (Created page with "__NOTOC__ '''Release date:''' February 14, 2011 == Core Engine == === Interface Manager === * The list widget now allows items to be inactivated so that they can't be selected. A list item is made inactive by setting the <code>kWidgetInactive</code> bit with the <code>[http://c4engine.com/docs/InterfaceMgr/Widget_SetWidgetState.html SetWidgetState()]</code> function. === System Utilities === * Support for non-English keyboards has been significantly improved under W...")
  • 10:04, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.5 (Created page with "__NOTOC__ '''Release date:''' February 12, 2011 == Core Engine == === Interface Manager === * The systems for rendering on-screen interfaces and in-game panel effects have been unified into a single architecture that uses the <code>[http://c4engine.com/docs/InterfaceMgr/Widget.html Widget]</code> class hierarchy. The <code>Element</code> class hierarchy has been removed from the engine, and there is now a <code>Widget</code> subclass corresponding to each <code>Elemen...")
  • 10:03, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.1.2 (Created page with "__NOTOC__ '''Release date:''' September 27, 2010 == Core Engine == * This release is primarily a tuning update. Several miscellaneous performance and robustness improvements have been made throughout the engine. == Tools == === Collada Importer === * The Collada importer now removes degenerate triangles when a mesh is imported. (A degenerate triangle is one for which at least two vertices have exactly the same position.) == Tutorials == * The Hell's Mouth and Lost...")
  • 10:03, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.1.1 (Created page with "__NOTOC__ '''Release date:''' September 20, 2010 == Core Engine == === Graphics === * A new material flag called "Use alpha multisample coverage" has been added. This turns on transparency antialiasing when a multisampled rendering context is being used. Alpha multisample coverage can be used to soften up the outlines of alpha-tested materials. * A global light detail level has been added to the engine. Any light source can now specify a detail level, and the light w...")
  • 10:02, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.1 (Created page with "__NOTOC__ '''Release date:''' July 8, 2010 == Core Engine == === Graphics === * A new impostor system has been added to the engine for rendering large numbers of objects such as trees. ** Impostor images are pre-generated for an object for 8 directions (every 45 degrees) about the vertical axis. When rendered, two images are noise-blended in a small transition range between two 45-degree sectors to avoid popping. ** There is a transition region inside which the real o...")
  • 10:02, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 2.0 (Created page with "__NOTOC__ '''Release date:''' May 31, 2010 == Core Engine == === Physics === * This release contains the first version of the native C4 physics architecture. The native physics processing is enabled in a particular world by placing a special "physics node" anywhere in the root zone. The physics node has a physics controller attached to it for which global properties such as the acceleration of gravity can be adjusted. If a world does not contain a physics node in its...")
  • 10:00, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 1.5.9 (Created page with "__NOTOC__ '''Release date:''' April 28, 2009 == Core Engine == === Shaders === * The Expand process has been added to the engine. It multiplies the input by 2.0 and then subtracts 1.0. This is useful for expanding values from the [0,1] range to the [−1,1] range. (Note that the Normal Map process already implicitly expands the values read from its texture, so it's not necessary to use an Expand process after a normal map is read.) === Scripts === * A new Set Ex...")
  • 09:59, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 1.5.8 (Created page with "__NOTOC__ '''Release date:''' April 4, 2009 == Core Engine == === Shaders === * A new "Shader Time" process has been added to the Shader Editor. It outputs the engine's internal shader timer, which has a period of 120 seconds. The time output in the shader is normalized to the range [0,1]. === Miscellaneous === * The skinning code has been modified in this release to allow normals and tangents to be skinned instead of calculated separately. New performance optimiza...")
  • 09:58, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 1.5.5 (Created page with "__NOTOC__ '''Release date:''' March 21, 2009 == Core Engine == === Scripts === * A new standard script method called "Get String Length" has been added to retrieve the length of a string. Ordinarily, a script variable would be fed into the method's "Input string" setting. The method outputs an integer. === Miscellaneous === * The skin controller now performs skinning updates as a Job Manager task. The allows multiple models to be skinned in parallel on multi-core CP...")
  • 09:58, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 1.5.2 (Created page with "__NOTOC__ '''Release date:''' February 13, 2009 == Core Engine == === Terrain === * The method by which normal vectors for terrain geometries are calculated has been changed again. Existing terrains can be updated by selecting all of the geometries in a block and choosing Rebuild Primitive from the Geometry menu in the World Editor. * A new setting has been added to the Graphics Options dialog called "Use high-detail terrain textures". If this box is unchecked, then...")
  • 09:57, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 1.5.1 (Created page with "__NOTOC__ '''Release date:''' February 8, 2009 == Core Engine == === Terrain === * The shader code for terrain texturing has been enhanced for hardware supporting array textures (currently G80 and later). When texture array functionality is available, terrain now renders faster and at higher quality while also using less memory for the palette of terrain textures. Existing terrain palette textures must be re-imported before it's possible to take advantage of the new e...")
  • 09:57, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 1.5 (Created page with "__NOTOC__ '''Release date:''' December 27, 2008 * A new voxel terrain system has been added to the engine, along with several terrain editing tools in the World Editor. More information about these can be found in the Editing Terrain article. Support for the old terrain geometry has been removed from the engine, so any old terrain in existing worlds will disappear when opened in the new version of the engine. To preserve the old terrain, select it in the editor unde...")
  • 09:56, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Version 1.4.10 (Created page with "__NOTOC__ '''Release date:''' July 25, 2008 * A new cross-platform voice chat system has been added to the engine as the Audio Capture Manager. In a multiplayer game, audio can be captured on each player's machine, compressed using a variable bit-rate algorithm, and distributed through the server to the other players in the game. In the demo game, there are options for enabling or disabling sending and receiving of voice chat, and there's a volume control for received v...")
  • 09:55, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Build 149 (Created page with "__NOTOC__ '''Release date:''' July 8, 2008 * The graphical scripting system in the engine has been replaced with a far more powerful design that supports variables, loops, and conditional execution. All previously existing scripts will continue to run without modification. Details about the new scripting system are too extensive to include here, but they can be found in the Graphical Scripting Language article. * The <code>Function::Execute()</code> function now ta...")
  • 09:54, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Build 148 (Created page with "__NOTOC__ '''Release date:''' March 13, 2008 * Glow and bloom effects have been added to the post-processing phase of the rendering system. No distinction is made between glow and bloom during post-processing, but the two effects are created by different parts of the shading equations. Glow comes from the emission component's alpha channel, and bloom is determined by the intensity of the specular component. Glow and bloom are enabled on a per-material basis, and each ha...")
  • 09:53, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Build 147 (Created page with "__NOTOC__ '''Release date:''' February 25, 2008 * This release is primarily an update that contains the demo shown at GDC. * A new enemy character, the spider, has been added to the demo game. Its controller is now the simplest example of a controller for a non-player character. * A world can now be paused by setting the <code>kWorldPaused</code> flag with the <code>[http://c4engine.com/docs/WorldMgr/World_SetWorldFlags.html World::SetWorldFlags()]</code> function. (C...")
  • 09:52, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Build 146 (Created page with "__NOTOC__ '''Release date:''' February 7, 2008 * With this release, we begin officially supporting the Intel GMA X3000 series of graphics chips under Windows. Some driver issues are currently preventing us from supporting these chips on the Mac. * A new post-processing effect has been implemented that enables distortion effects such as heat haze. Any effect can be configured so that it renders into the distortion buffer instead of into the main scene by using the <code...")
  • 09:51, 15 July 2023 Eric Lengyel talk contribs created page Release Notes for Build 145 (Created page with "__NOTOC__ '''Release date:''' November 27, 2007 * Implemented a new GUI rendering system. For details, see the wiki article about Creating a GUI Skin. * Added a radio button interface element as the <code>RadioButtonElement</code> class. * Cameras now have a new flag to indicate that they may temporarily move outside their owning zone. This is useful in such cases as a camera mounted on a gun that's attached to a character. A similar flag has existed for lights, and n...")
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