Release Notes for Version 2.10 and Release Notes for Version 4.2: Difference between pages
(Difference between pages)
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...") |
Eric Lengyel (talk | contribs) (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...") |
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__NOTOC__ | __NOTOC__ | ||
'''Release date:''' | '''Release date:''' January 11, 2015 | ||
== Core Engine == | == Core Engine == | ||
=== Graphics Manager === | === 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 been removed from the engine. This was only used to query the driver version, and it's not worth the extra dependency. | |||
=== World Manager === | |||
* | * A couple new performance improvements have been implemented in the morph and skin controllers. | ||
=== | === Physics === | ||
* The | * The movement controller, oscillation controller, rotation controller, and spin controller all have a new setting that cause them to wake up any rigid bodies that might be in their way while they're moving. When active, this would prevent a door from moving straight through a sleeping rigid body without affecting it, for example. The new setting is a flag that belongs to a new <code>KinematicController</code> base class for these controllers. | ||
* | * A new function called <code>CalculateWorldPositionVelocity()</code> has been added to the <code>[http://c4engine.com/docs/PhysicsMgr/RigidBodyController.html RigidBodyController]</code> class. This function is provided as a convenient way to calculate the velocity of a point on a rigid body due to the rigid body's own motion, accounting for both the linear and angular velocities. | ||
=== Scripting === | === Scripting === | ||
* The | * The Evaluate Expression script method now accepts the same syntax that's supported by OpenDDL 1.1 for all literal types. In particular, boolean and octal literals are accepted, underscores are allowed in numerical literals, and all of the escape sequences supported by OpenDDL are available in strings and character literals. | ||
=== Interface Manager === | |||
* If | * The text button widget will no longer automatically change its alpha value based on whether it's enabled. If you want the text button's appearance to change when it's in a disabled state, you'll need to set its widget color directly. | ||
== Tools == | == Tools == | ||
=== | === Model Viewer === | ||
* | * The Model Viewer now always creates imported animations in the same directory as the model resource regardless of where the imported files were stored. | ||
* Fixed a problem where the Model Viewer would not save a morph weight animation track. | |||
* The | * The Model Viewer will now warn you if an animation's cue track has been modified and you attempt to close the window, select a different animation, or import a new animation without having saved the modified animation first. |
Latest revision as of 10:18, 15 July 2023
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 been removed from the engine. This was only used to query the driver version, and it's not worth the extra dependency.
World Manager
- A couple new performance improvements have been implemented in the morph and skin controllers.
Physics
- The movement controller, oscillation controller, rotation controller, and spin controller all have a new setting that cause them to wake up any rigid bodies that might be in their way while they're moving. When active, this would prevent a door from moving straight through a sleeping rigid body without affecting it, for example. The new setting is a flag that belongs to a new
KinematicController
base class for these controllers.
- A new function called
CalculateWorldPositionVelocity()
has been added to theRigidBodyController
class. This function is provided as a convenient way to calculate the velocity of a point on a rigid body due to the rigid body's own motion, accounting for both the linear and angular velocities.
Scripting
- The Evaluate Expression script method now accepts the same syntax that's supported by OpenDDL 1.1 for all literal types. In particular, boolean and octal literals are accepted, underscores are allowed in numerical literals, and all of the escape sequences supported by OpenDDL are available in strings and character literals.
Interface Manager
- The text button widget will no longer automatically change its alpha value based on whether it's enabled. If you want the text button's appearance to change when it's in a disabled state, you'll need to set its widget color directly.
Tools
Model Viewer
- The Model Viewer now always creates imported animations in the same directory as the model resource regardless of where the imported files were stored.
- Fixed a problem where the Model Viewer would not save a morph weight animation track.
- The Model Viewer will now warn you if an animation's cue track has been modified and you attempt to close the window, select a different animation, or import a new animation without having saved the modified animation first.