binstream Posted March 30, 2012 Share Posted March 30, 2012 This is a beta version, stable SDK will be available for download next week (there will be some more demo content added also). Render: Added mesh_overlay_base material, which is very useful for creating procedural rust or moss on objects. Optimized assigning materials to object surfaces. Fixed video playback in 3D stereo mode under DX11. Added 'MaxShadowSplit' option for all surfaces to skip some of higher shadow splits of LightWorld (can be useful for small objects like stones etc). Fixed crash on render_manager_reload console command. Environment cubemap texture doesn't use SRGB format anymore. Added configurable blending modes for terrain materials. Now one can disable rendering of material or select two different blending modes: the old ine is called "overlay", the new one is called "overlap". Each terrain material has a "value" and a "threshold" parameters for overlap configuration. Overlap terrain material isn't triplanar mapped. Additional noise transformation parameter for sky volume clouds. Improved performance of dynamic vertex/index buffers on open source drivers in Linux. Support of vertical synchronization in Linux. Render checks the EXT_texture_compression_s3tc availability on startup (Mesa driver doesn't support this extension because of legal issues). ObjectGrass, ObjectMeshClutter and WorldClutter have functions to change mask image, realtime mask editing is available now. Changed fade post-process: fade color is a normal color with blending in the alpha component, there is no fading when the alpha values is zero. Full fade is when alpha value is one. Increased default shadow bias and slope parameters for light sources. Separate diffuse and specular color multipliers. UnigineScript: Correct ExternClass variables casting on inter-script calls. Added inter-script calls sample: systems/system_00. Added more samples on WorldExpression usage: worlds/expression_02, worlds/expression_03. Configurable splash screens in core/scripts/system.h. "using" keyword searches namespace in all parent namespaces up to the global one instead of looking only in the global namespace. Increased the number of available namespaces to 65536. WorldExpression calls __constructor__() and __destructor__() functions for correct initialization and shutdown. EPSILON and NULL definitions are removed from Unigine::Skinner blocks. Widgets::Dialog is placed in the external Gui, if it's available. Improved interaction of Widgets::Line and Widgets::Track. Added Widgets::Time class for time manipulation. Added Widgets::DialogMaterial, DialogProperty, DialogNode dialogs. Improved functionality of engine.world.isNode() and other similar functions, they can receive both object identifier and object pointer. GUI: ObjectGui and ObjectGuiMesh takes into the account frustum assymetry for calculation of mouse coordinates. Default iFPS value for WidgetSpriteViewport and WidgetSpriteNode is changed to 0.0f (so it is updated with render FPS). Fixed infinite update of WidgetSpriteViewport when the iFPS value is low. Fixed incorrect vertical flipping of WidgetSpriteMaterial widget. Fixed gradient texture calculation algorithm in Flash. Added Widget::set[get]MouseCursor() functions to correct cursor switching across multiple GUI systems. Added Widget::getParentGui() function to access parent GUI object. Fixed crash inside the WidgetComboBox when the scroll space was very small. Fixed texture and text arrangement for WidgetTabBox, WidgetListBox and WidgetTreeBox. C++ API: Fixed crash on multiple Unigine::removeExtern*() invocations with the same argument. Added ArrayMap::Iterator class to enumerate all elements. Added Variable::getTypeInfo() function which describes variable content in details. UnigineEditor: Added Tracker system (see details below). Added mask editor for ObjectGrass, ObjectMeshClutter and WorldClutter. Added 'create mask' button for ObjectGrass, ObjectMeshClutter and WorldClutter objects. Added random seed for WorldCluster generator. Added custom terrain brushes. Automatic generation of terrain coarse compressed textures when source textures are placed in the "uncompressed" folder. Fixed terrain lightmap grabber. Added PlayerPersecutor node support. Removed "Activate" button from PlayerDummy node, use camera window instead. Added missing icons. Changed default world settings. Other: Added new samples with fast distant vegetation for flight simulators (samples/materials/leaf_02). Added city rendering sample with occluders (samples/stress/occluder_03). Renamed Node::set[get]Data into Node::set[get]Variable. Old "data" is a simple string (stored in world and save files) now. Changed user data path for Mac OS X projects: home_path + "Library/Application Support/" + project_name. ObjectGrass, ObjectParticles, ObjectMeshCluster, ObjectMeshClutter and WorldClutter can be stored inside NodeDummy while intersecting with parent geometry on generation stage. Fixed wrong boundaries of NavigationMesh after world loading. Fixed path route optimization inside of a NavigationMesh. Added Maya 2012 plugins. All empty XML nodes are removed automatically from the world files. Tracker Tracker is a keyframe-based tool for creating sequences animated over time, which allows for adding dynamic gameplay elements or making in-game cinematic cutscenes. It gives developers ability to: Easily create key frames for all nodes in the world, as well as in-game cameras and render settings. Set up day-night shift and weather conditions change. Switch between the cameras, change field-of-view on the fly and play sounds for creating stunning cinematics. Animate interactive objects in the game, for example, lights, doors and platforms. Apply post-processing effects such as deapth of field, HDR, motion blur and color filtering. All these effects can be fine-tuned for each camera view. And much more. Moreover, Tracker interface supports for saving and loading of created tracks, custom loop ranges, key clonning and snapping, as well as playback speed control. Createing a key is as easy as a single mouse click, after the node has been manipulated in the editor. Read more in the documentation: UnigineScript / High-Level Scripts / Unigine::Tracker. Download links This is a beta version, stable SDK will be available for download next week All files can be found in "Downloads" section of the portal: https://developer.un...ileserver/index Link to comment
ulf.schroeter Posted March 30, 2012 Share Posted March 30, 2012 Very nice update ! Willl the valley demo also be released next week ? I think there are quite a few guys here waiting for it eagerly. Link to comment
binstream Posted April 2, 2012 Author Share Posted April 2, 2012 Yes, we are wrapping Valley up this week. Link to comment
steve.brodie Posted April 4, 2012 Share Posted April 4, 2012 Ive been having some fun playing with the BETA, particularly the Tracker. A few issues ive noticed with the Tracker, but understanding this is a BETA, so wont be too critical. - no undo a change in position etc - will it be possible to load multiple saved tracks? as the GUI will get very cluttered. - an out of range behaviour would be good - will there be anyway to draw splines in 3D world rather than just in the tracker? I look forward to the final release with some demos. Link to comment
Rob Posted April 4, 2012 Share Posted April 4, 2012 **EDIT** nvm just noticed triplanar isnt supported for overlap Link to comment
carl.sutton Posted April 4, 2012 Share Posted April 4, 2012 https://developer.unigine.com/forum/topic/1094-saving-mesh-creating-node-from-mesh-and-filesystem-issue/ doesn't appear to be fixed in this release. As manguste declared this as fixed several weeks ago I would assume it was in this release. Can you confirm this so this issue can be resolved. Thanks. Link to comment
Rob Posted April 6, 2012 Share Posted April 6, 2012 Im having some issues with the overlap mode for detail materials Ive made a thread for it here: https://developer.un...ssue/#entry6594 Anyone else experiencing this? *Edit* Hmm it seemed after a reboot of the editor it started to work again My guess is that it wasnt using the Addition but the Normal brush Link to comment
unclebob Posted April 6, 2012 Share Posted April 6, 2012 https://developer.un...lesystem-issue/ doesn't appear to be fixed in this release. As manguste declared this as fixed several weeks ago I would assume it was in this release. Can you confirm this so this issue can be resolved. Thanks. It's not 'render_manager_reload mesh' related problem, so fixes are valid. Please read this topic for solution: https://developer.unigine.com/forum/topic/1094-saving-mesh-creating-node-from-mesh-and-filesystem-issue/ Link to comment
Rob Posted April 6, 2012 Share Posted April 6, 2012 May I ask why Overlap terrain material mode doesn't support triplanar mapping? Link to comment
alex.vardanyan Posted April 10, 2012 Share Posted April 10, 2012 Planning a port on the Unigine WP7? Link to comment
binstream Posted April 11, 2012 Author Share Posted April 11, 2012 Release version of the SDK is uploading, will be available for download in 3-4 hours. Link to comment
Rob Posted April 11, 2012 Share Posted April 11, 2012 Release version of the SDK is uploading, will be available for download in 3-4 hours. Great! Link to comment
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