binstream Posted January 16, 2011 Share Posted January 16, 2011 Android port: * Full port of Unigine framework, render, UnigineScript, physics and other subsystems. * Support of NVIDIA Tegra 2 platform. * Added Java-based launcher. * Added support of multi-touch screens. * Added OpenGL ES 2.0 support. Yes, now Unigine engine works on Android-based tablets and smartphones! More handheld devices will be supported soon, you can contact us on licensing Unigine for mobile platforms as well: licensing@unigine.com Render: * Performance optimization of SSDO rendering. * Fixed wrong culling of meshes on PlayStation 3. * Improved DIP performance. * Correct work of alpha to coverage with depth-based effects (enabled with 'd3d10_render_use_alpha_test_level_101' or 'd3d11_render_use_alpha_test_level_101' or 'gl_render_use_arb_sample_shading' console options disabled). * Added native support of ETC1 texture format for mobile devices. * Introduced improved lightmap rendering by using directional lightmaps. Existing ligtmaps must be tiled 2x2 in order to work correctly with the new system. Re-bake lightmaps with internal tool from UnigineEditor to achieve better quality. * Reflection masks replaced with viewport mask: players now have both viewport and reflection mask, objects have only viewport one. The object surfaces, materials, decals and lights are rendered, if its mask matches the player's one. Reflections are rendered in the viewport if masks of reflective materials match the player's one. Pathfinding: * Introduced a new pathfinding system, which works in a separate thread. * Added new node types for pathfinding: Navigation and Obstacle. * PathRoute object allows to find 2D or 3D paths inside Navigation nodes. * Added new NavigationSector object (objects can lay paths inside it); intersecting sectors will be automatically merged. * Added several types of dynamic obstacles: box, sphere and capsule. * Added pathfinding samples. GUI: * Fixed mouse buttons handling in ObjectGui and ObjectGuiMesh. * Changed focus model for multiple Gui objects: overlapped, previous and permanent focuses are now set per Gui object, only the current widget in focus is shared. * Added sample of layer rotation in WidgetSprite. * Fixed clipboard in Linux/X11. * WidgetSpriteRender is renamed into WidgetSpriteViewport. * Added viewport and reflection masks in WidgetSpriteViewport and WidgetSpriteNode. * ObjectGui can be used as a main 2D GUI with support of post-processing (see the screenshot below). Tools: * Lightmap calculation tool with support of global illumination in UnigineEditor (based on LigthProb, see details here). * Fixed Softimage plugins, added support of Softimage 2011. * Added 'reload all' buttons into all tools of ResourceEditor suite. * Fixed animation playback in ResourceEditor. * Added support of ETC1 format into ImageDDS. * Improved DXT comression quality in ImageDDS. Other: * Memory consumption is reduced even more. * Support of compilers without exception and RTTI support. * Faster RTTI implementation. * No more std:: dependencies in C++ API. * Fixed inverse kinematics samples. * Fixed D3D9AppMFC sample. * Fixed crashes on restoring broken ExternClass objects. * Added 'Emitter Limit' option in particle systems limiting number of particles to be created per frame. * Reduced binaries size. Documentation: * New tutorials: "Adding Grass", "Adding Vegetation". * Updated UnigineScript library documentation. Download links Source version: * Windows installer * ZIP archive (includes Linux binaries) Binary version: * Windows installer * ZIP archive (includes Linux binaries) Tools pack: * Windows installer Link to comment
manuel.gysin Posted January 16, 2011 Share Posted January 16, 2011 Thanks! A little bug spotted so far when try to open the editor: getEmitterLimit is used in: core/editor/editor_objects_particles.h:904 core/editor/editor_objects_particles.h:1052 Which cause the error Interpreter::parse_extern_class_begin(): unknown "ObjectParticles" class member "getEmitterLimit" Fixed by hand and works after that. Link to comment
binstream Posted January 17, 2011 Author Share Posted January 17, 2011 Thanks! A little bug spotted so far when try to open the editor: getEmitterLimit is used in: core/editor/editor_objects_particles.h:904 core/editor/editor_objects_particles.h:1052 Which cause the error Interpreter::parse_extern_class_begin(): unknown "ObjectParticles" class member "getEmitterLimit" Fixed by hand and works after that. Ooops, confirmed. We'll fix it today ASAP. That's why I hate last minute changes... Link to comment
binstream Posted January 17, 2011 Author Share Posted January 17, 2011 Updated builds will be available for download in 2-3 hours. PS: still uploading, sorry for the inconvenience. Link to comment
binstream Posted January 17, 2011 Author Share Posted January 17, 2011 Links updated, please re-install. Link to comment
tato.maike Posted January 18, 2011 Share Posted January 18, 2011 THANK YOU VERY MUCH @ all Unigine Team for always give us more features and to be very reactive for last technonology . Grass system is exellent We wish you a big succes for 2011 P.S : we need a road editor based like on spline or mask ;) 3DTouch Team Link to comment
binstream Posted January 18, 2011 Author Share Posted January 18, 2011 You are welcome! =) Link to comment
binstream Posted January 22, 2011 Author Share Posted January 22, 2011 Updated reference manual: https://developer.unigine.com/fileserver/download/UnigineManual-2011-01-22.chm Changes: * Added brief description to all classes in Unigine Script Library * Added article on lightmapper: Tools -> Unigine Editor -> Tools Panel -> Lightmap generation tool Link to comment
michael.zhang Posted February 15, 2011 Share Posted February 15, 2011 Hi, I finally got around to updating to the newer SDK version. For some reasons, my world has become extremely dark, and the frame rate has dropped from 30 to 12. Attached is a screen from a test world that uses the Heaven demo scene from the 2010-November SDK. I would like to get this fixed ASAP. Thank you, Michael Link to comment
binstream Posted February 16, 2011 Author Share Posted February 16, 2011 For some reasons, my world has become extremely dark, and the frame rate has dropped from 30 to 12. Attached is a screen from a test world that uses the Heaven demo scene from the 2010-November SDK. I would like to get this fixed ASAP. Not enough data, please attach your minimal data set for bug reproduction. Link to comment
michael.zhang Posted February 16, 2011 Share Posted February 16, 2011 Not enough data, please attach your minimal data set for bug reproduction. engine.console.run("render_hdr 2 && render_use_srgb 1 && render_restart"); Adding this seems to have solved my problem. Link to comment
timur.omelchak Posted February 21, 2011 Share Posted February 21, 2011 Is anybody knows when the next update planned? Link to comment
binstream Posted February 21, 2011 Author Share Posted February 21, 2011 We are working on code stabilization for the last week, there are still several issues to be addressed, it will take at least 1-2 days more. Link to comment
timur.omelchak Posted February 21, 2011 Share Posted February 21, 2011 Will it include pathfinding improvements, like NavigationMesh or ObstacleMesh? Link to comment
binstream Posted February 25, 2011 Author Share Posted February 25, 2011 Will it include pathfinding improvements, like NavigationMesh or ObstacleMesh? No, they will be available only in the March update. Link to comment
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