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  • 09:57, 15 July 2023Release Notes for Version 1.5 (hist | edit) ‎[8,029 bytes]Eric Lengyel (talk | contribs) (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 2023Release Notes for Version 1.4.10 (hist | edit) ‎[2,037 bytes]Eric Lengyel (talk | contribs) (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 2023Release Notes for Build 149 (hist | edit) ‎[7,405 bytes]Eric Lengyel (talk | contribs) (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 2023Release Notes for Build 148 (hist | edit) ‎[3,995 bytes]Eric Lengyel (talk | contribs) (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 2023Release Notes for Build 147 (hist | edit) ‎[845 bytes]Eric Lengyel (talk | contribs) (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 2023Release Notes for Build 146 (hist | edit) ‎[12,417 bytes]Eric Lengyel (talk | contribs) (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 2023Release Notes for Build 145 (hist | edit) ‎[2,799 bytes]Eric Lengyel (talk | contribs) (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...")
  • 09:50, 15 July 2023Release Notes for Build 144 (hist | edit) ‎[5,414 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' November 9, 2007 * The Resource Manager has been redesigned and now supports pack files and a virtual directory hierarchy. All resources are still stored inside the Data folder, but the subfolders that previously separated resources by type no longer exist. Resources can now be organized in an arbitrary manner inside the Data folder. However, the top-level contents of the Data folder have special meanings. * All of the top-level subfolders...")
  • 09:49, 15 July 2023Release Notes for Build 143 (hist | edit) ‎[2,080 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 19, 2007 * Reference markers can now be expanded and collapsed dynamically from code using the <code>ReferenceMarker::Expand()</code> and <code>ReferenceMarker::Collapse()</code> functions. * The <code>TextElement</code> interface element class has been rewritten and now combines all of the functionality that was previously spread over four different classes. Several new features have also been added that can be used almost everywh...")
  • 09:49, 15 July 2023Release Notes for Build 142 (hist | edit) ‎[3,956 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 9, 2007 * The Tool Manager has been renamed to the Plugin Manager. The <code>Tool</code> class is now the <code>Plugin</code> class, the <code>ToolMgr</code> class is now the <code>PluginMgr</code> class, and the <code>Tools</code> folder is now the <code>Plugins</code> folder. * A new feature has been added to the in-game interface panels that allows an impostor image to be displayed beyond a given distance instead of the set of e...")
  • 09:48, 15 July 2023Release Notes for Build 141 (hist | edit) ‎[4,871 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 3, 2007 * The Info page in the World Editor now displays the number of instances in the scene corresponding to the node for which the gizmo is currently shown. The number of instances is equal to the total number of nodes referencing the same data object. * When replacing materials on individual surfaces of a geometry that has multiple instances in the scene, the World Editor now enforces the preservation of the material segmentati...")
  • 09:47, 15 July 2023Release Notes for Build 140 (hist | edit) ‎[9,610 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' September 27, 2007 * '''IMPORTANT:''' It is particularly important that you backup your resources before installing this build. The World Editor will throw away obsolete information when you open files, and worlds will be saved in an updated format. * After installing build 140, you should open each of your worlds in the World Editor and then immediately save them to automatically update them to the new format. Resource sizes will decrease...")
  • 09:46, 15 July 2023Release Notes for Build 139 (hist | edit) ‎[182 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' August 21, 2007 * Implemented a workaround for an ATI driver crash that some people have been experiencing. * Fixed a couple minor bugs in the engine.")
  • 09:46, 15 July 2023Release Notes for Build 138 (hist | edit) ‎[2,683 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' August 18, 2007 * A new script method called "Change Settings" has been added to the core scripting system. This method lets a script change the same settings for an object that are displayed in the World Editor's Get Info dialog. Not all of every object's settings are exposed to scripts because there are some things that can't be changed dynamically, but in general, any object setting for which it makes sense to change can now be changed b...")
  • 09:45, 15 July 2023Release Notes for Build 137 (hist | edit) ‎[8,825 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' August 4, 2007 * The Sound Manager has been almost completely rewritten and now includes a much larger set of features. More important than the number of features, though, is the fact that every single feature is available on all platforms and with all sound hardware. The engine no longer contains any support for vendor-specific libraries like EAX and instead uses a custom multi-threaded software audio renderer. This gets rid of all the hea...")
  • 09:44, 15 July 2023Release Notes for Build 136 (hist | edit) ‎[1,218 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' May 22, 2007 * There have been several problems with input not responding on the Mac lately. This issue has been traced to behavior changes in some MacOS X HID Manager functions introduced by the latest security updates from Apple. Some users would have started experiencing the problem after upgrading to MacOS 10.4.9, and other users would have seen the problem only after installing security update 2007-004. A workaround has been implemente...")
  • 09:43, 15 July 2023Release Notes for Build 135 (hist | edit) ‎[5,938 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' May 12, 2007 * Antialiasing has been re-implemented in the engine using the <code>GL_EXT_framebuffer_multisample</code> extension. The number of samples per pixel can be set in the Graphics Settings dialog, and the engine supports up to 8 samples when available. * The weapon code in the demo game has received a big upgrade. All weapons now shoot precisely from their barrels. More importantly, the proton cannon is now implemented. When it's...")
  • 09:42, 15 July 2023Release Notes for Build 134 (hist | edit) ‎[2,613 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' April 14, 2007 * Added a new <code>PolygonZone</code> class that allows a zone to have the shape of an extruded convex polygon. In the World Editor, polygon zones are drawn in a manner similar to portals, in which new vertices can be inserted, and existing vertices can be individually dragged around or removed. The polygonal shape defines the base of the zone, and the height of the zone is controlled by an additional handle at the top cente...")
  • 09:42, 15 July 2023Release Notes for Build 133 (hist | edit) ‎[9,365 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' April 6, 2007 * FBOs are now enabled by default on the Mac. They seem to be working correctly in MacOS 10.4.9. * The <code>System</code> class has been removed from the engine, and its functions have been moved to the <code>Engine</code> class. All occurrences of <code>System::</code> and <code>TheSystem-></code> should be changed to <code>Engine::</code> and <code>TheEngine-></code>, respectively. * With the intent of reducing the number...")
  • 09:41, 15 July 2023Release Notes for Build 132 (hist | edit) ‎[11,041 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' February 14, 2007 * '''NOTE:''' A lot of changes have been made to the distribution of source code files among the three code directories in this build. The directories have been renamed to "EngineCode", "GameCode", and "ToolCode", without spaces, so unzipping into an existing installation will result in three new code directories being created with clean groups of files. * The World Editor has received a massive upgrade, and the existing...")
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