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	<id>https://c4engine.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Release_Notes_for_Build_130</id>
	<title>Release Notes for Build 130 - Revision history</title>
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	<updated>2026-04-29T21:11:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://c4engine.com/wiki/index.php?title=Release_Notes_for_Build_130&amp;diff=37&amp;oldid=prev</id>
		<title>Eric Lengyel: Created page with &quot;__NOTOC__ '''Release date:''' November 10, 2006  * Finished the animation blending system based on a new design. There are three built-in animator subclasses that provide general functionality, and applications can define custom animators for more specific purposes (see next note). Each animator in the tree assigned to an entity targets a range of nodes rooted at a given target node (which is often the entity itself).  * The &lt;code&gt;FrameAnimator&lt;/code&gt; class is used to pl...&quot;</title>
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		<updated>2023-07-15T09:40:24Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;__NOTOC__ &amp;#039;&amp;#039;&amp;#039;Release date:&amp;#039;&amp;#039;&amp;#039; November 10, 2006  * Finished the animation blending system based on a new design. There are three built-in animator subclasses that provide general functionality, and applications can define custom animators for more specific purposes (see next note). Each animator in the tree assigned to an entity targets a range of nodes rooted at a given target node (which is often the entity itself).  * The &amp;lt;code&amp;gt;FrameAnimator&amp;lt;/code&amp;gt; class is used to pl...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Release date:''' November 10, 2006&lt;br /&gt;
&lt;br /&gt;
* Finished the animation blending system based on a new design. There are three built-in animator subclasses that provide general functionality, and applications can define custom animators for more specific purposes (see next note). Each animator in the tree assigned to an entity targets a range of nodes rooted at a given target node (which is often the entity itself).&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;FrameAnimator&amp;lt;/code&amp;gt; class is used to play an animation stored in an animation resource. This replaces the functionality that was previously part of the &amp;lt;code&amp;gt;Entity&amp;lt;/code&amp;gt; class. The frame animator is based on time instead of frame number, and its rate can be changed arbitrarily. Control over the playback is accessed through the &amp;lt;code&amp;gt;Interpolator&amp;lt;/code&amp;gt; object returned by the &amp;lt;code&amp;gt;FrameAnimator::GetFrameInterpolator()&amp;lt;/code&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;MergeAnimator&amp;lt;/code&amp;gt; class can be used to combine the outputs of multiple animators. It takes the outputs of all of its subnodes and combines them into a single output. Later subnodes can override the outputs of earlier nodes.&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;BlendAnimator&amp;lt;/code&amp;gt; class blends the outputs of at most two sub-animators. The weight of each animator is controlled through another &amp;lt;code&amp;gt;Interpolator&amp;lt;/code&amp;gt; object that can be retrieved with the &amp;lt;code&amp;gt;Animator::GetWeightInterpolator()&amp;lt;/code&amp;gt; function. Weights are always renormalized by the blend animator, so they don't need to sum to one.&lt;br /&gt;
&lt;br /&gt;
* Removed the bone modifier mechanism that was being used to twist the spine of the player as he looked around. This is now handled by a custom animator called &amp;lt;code&amp;gt;SpineTwistAnimator&amp;lt;/code&amp;gt; in the game code.&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug that could cause a crash on exit when using microfacet shading together with fog.&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash that would occur if you combined dual textures, refraction, and environment mapping in a single material.&lt;/div&gt;</summary>
		<author><name>Eric Lengyel</name></author>
	</entry>
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