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- 10:13, 15 July 2023 Release Notes for Version 2.10.3 (hist | edit) [703 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.10.2 (hist | edit) [766 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.10.1 (hist | edit) [498 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.10 (hist | edit) [9,393 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.9.1 (hist | edit) [754 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.9 (hist | edit) [2,818 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.8 (hist | edit) [15,021 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.7.1 (hist | edit) [1,101 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.7 (hist | edit) [8,078 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.6 (hist | edit) [12,258 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.5.5 (hist | edit) [3,822 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.5.2 (hist | edit) [895 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.5.1 (hist | edit) [1,291 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.5 (hist | edit) [7,228 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.1.2 (hist | edit) [599 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.1.1 (hist | edit) [5,176 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.1 (hist | edit) [2,988 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 2.0 (hist | edit) [22,473 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 1.5.9 (hist | edit) [2,528 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 1.5.8 (hist | edit) [2,508 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 1.5.5 (hist | edit) [2,835 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 1.5.2 (hist | edit) [1,407 bytes] Eric Lengyel (talk | contribs) (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 Release Notes for Version 1.5.1 (hist | edit) [2,259 bytes] Eric Lengyel (talk | contribs) (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 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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 2023 Release 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...")
- 09:40, 15 July 2023 Release Notes for Build 131 (hist | edit) [855 bytes] Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' November 20, 2006 * Implemented an example of a polyboard particle system. The <code>SpiralHelixEffect</code> class in the Game Module animates a particle system for which every group of 8 particles forms a ribbon. * Added a workaround to the Collada Importer that would handle apparently erroneous bone weights of zero generated by the ColladaMax 1.06 export plugin. * Fixed a scale problem that affected Collada exports from 3D Studio MAX....")
- 09:40, 15 July 2023 Release Notes for Build 130 (hist | edit) [1,904 bytes] Eric Lengyel (talk | contribs) (Created page with "__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 <code>FrameAnimator</code> class is used to pl...")
- 09:39, 15 July 2023 Release Notes for Build 129 (hist | edit) [5,741 bytes] Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' November 3, 2006 * Designed and implemented an animation blending system. The <code>Entity</code> class can now own a tree of Animator objects that calculate transforms for the node hierarchy rooted at the entity node. Each animator has its own target root node so that it can be assigned to a subtree of the whole entity. Animators can calculate transforms in any way they wish, and the final transforms output by the root animator are ultimat...")
- 09:38, 15 July 2023 Release Notes for Build 128 (hist | edit) [2,494 bytes] Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 1, 2006 * The engine now builds as a universal binary on the Mac, but the Intel version has not yet been tested. * Made changes to the Network Manager and Message Manager that are too numerous to list here. The vast majority of the changes are finished, but there will be a few more in the next build, mostly to move some functionality currently in the demo game module into the engine module. * Added a lot of new gameplay code to...")
- 09:38, 15 July 2023 Release Notes for Build 127 (hist | edit) [5,190 bytes] Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' September 15, 2006 * Implemented a large amount of new multiplayer functionality. The overall system is a work in progress and will be completed in build 128. The primary enhancement in this release is a new message journal that stores certain controller messages. The journal is sent to client machines when they join a game in order to update the state of various controllers before the current world is displayed. When a client machine recei...")
- 09:37, 15 July 2023 Release Notes for Build 126 (hist | edit) [14,571 bytes] Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' August 31, 2006 * '''IMPORTANT:''' In the unlikely case that you have world or model resources that have not been saved in build 113 or later, you need to open them and save them in build 125 before opening them in build 126. * '''IMPORTANT:''' Because of some format changes in this build, it's recommended that you open and save all worlds and models to update your resources. In most cases, resources will shrink in size slightly. * '''I...")
- 09:36, 15 July 2023 Release Notes for Build 125 (hist | edit) [1,801 bytes] Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' June 30, 2006 * Implemented an entity placement tool pane in the World Editor. An entity is placed in the world by selecting an entity type from the list, clicking on the entity's position, and dragging to rotate it into the desired orientation. This places an actual entity node into the scene, but it has no model hierarchy until the world is loaded for gameplay. An entity may be initially disabled in the Get Info dialog, in which case it i...")