GET UNIGINE Table of contents: Recent news: 2019-04-30 UNIGINE 2.8: Improved Data Streaming, Cached Shadows, Refactored Editor, Better Vegetation 2018-12-27 UNIGINE 2.7.3: Major UnigineEditor Update, Properties and Component Systems Upgrade, IG Template, Experimental Road Tool 2018-08-10 UNIGINE 2.7.2: CAD Models Import, Improved Collaboration, Impostors and Terrain Holes 2018-06-03 UNIGINE 2.7.1: Improved Voxel GI, Forced Shaders Compilation, Water Performance Optimizations, Stabilization 2018-04-26 UNIGINE 2.7: New Voxel GI Solution, Synthetic Terrain Generation, Improved Assets System, Refactored Properties, More Dynamic Environment 2017-12-22 UNIGINE 2.6.1: Improved Multi-Channel Rendering, Runtime Grass Modification, Distributed Terrain Generation, Stabilization 2017-10-20 UNIGINE 2.6: Editor2, Improved Multi-Channel Rendering, Procedural Landscape Generation, VR Template 2017-05-31 UNIGINE 2.5: Screen-Space Ray-Traced Global Illumination, Vector Roads API, Landcover Data Support, Superposition Demo 2017-03-01 UNIGINE 2.4.1: Stabilization, Interactive BIM Demo 2017-02-06 UNIGINE 2.4: New Multi-Layered Volumetric Clouds, New Terrain, Oil Refinery Demo

ObjectWaterMesh, MinGW and a bunch of bugfixes

Recent changes:

  • New ObjectWaterMesh object for small water pools.
  • Improvement of build scripts (new variable "g_compiler" in addition to "g_os"), added support of MinGW (engine can be built with it, but the build will not be properly functional; tools are working ok).
  • All console variable are now declared in source/engine/EngineConsole.h.
  • "manager_create_*" console variables are renamed to "manager_preload_*".
  • Fixed mouse scroll handling in Linux.
  • Bones visualization mode in ResourceEditor / Viewer.
  • Fixed collisions of RagDoll with BodyDummy.
  • Fixed "unknown body" bug in physics solver.
  • Non-intersectable objects now can be selected by double-click in UnigineEditor.
  • 2 samples of LODs usage.
  • Object's materials are now handled by the material class.
  • A bunch of flags in objects for surfaces (collision, intersection, shadows and so on).

By the way, building Unigine with MinGW on win32 have helped refactoring win32-specific code because GCC is a little bit more verbose than MS VS.

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Water updates