GET UNIGINE Table of contents: Recent news: 2019-08-16 UNIGINE 2.9: C# Component System, Better Shadows, SSSSS, Dome Screens Support, Weather Add-On 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

World layers, editing of node references

What's new:

  • World layers support via new NodeLayer: they are stored in separate files, which is more convenient way for collaborative work on a project.
  • In-place editing of NodeReference from the editor.
  • Reduced memory consumption by NormalMapper and AmbientMapper.
  • Fixed WorldCluster crashes.
  • Fixed wrong texture coordinates in volumetric clouds.
  • New flag for ImageDDS: -a allows to downsample a large source image into smaller one with preserving alpha-testing accuracy (don't use this for alpha-blending).
  • Fixed buffer overflow in dynamic meshes.
  • Correct playback of skinned mesh animation with negative speed.
  • Optimized performance of sectors and portals.
  • Added engine.editor.releaseNode() function, which removes a node from the editor list, but doesn't delete it.
  • Aspect ratio for grass instead of separate width/height settings.
  • Material of multi-layer paint (mesh_paint_base).
  • Fixed editing of shapes and joints in UnigineEditor.
  • Adjustable shadow offset for billboard leaves.

Here you can see the difference in alpha-testing with enhanced downsampling via ImageDDS:
Different alpha downsampling

Multi-layer paint material is good for car paint:
A car with new paint material
A car with new paint material
A car with new paint material
A car with new paint material

Some additional landscape improvements in our game in development (grass everywhere, massive tree arrays):
Grass is everywhere
Forest full of trees

PS: We are also to announce the next major step forward, which we made recently, so stay tuned.