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Unigine SDK 2011-02-28


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Flash support:

 

Now it is possible to create Flash-based user interfaces with Unigine engine, so you can use both vector and bitmap graphics in your applications on all supported platforms. Front end menus, HUDs and even mini games can be made by artists with Flash tools and then easily embedded into the Unigine project.

 

Added support of Adobe Flash: rendering of all shapes, morph shapes, fonts (TTF and embedded), static/dynamic text, textures, gradients, buttons (so virtually everything except for sounds, videos, line styles, blending and filters). Flash movies can be used in Unigine-powered applications via WidgetFlash (even on a curved 3D surfaces via ObjectGui object) or as a splash screen via engine.splash functions.

 

Added support of ActionScript 2.0 (no polymorphism and exception handling yet), supported classes and methods:

 

Class: Supported methods

Array: push, pop, shift, join, slice, concat, reverse

Color: setRGB, getRGB, setTransform, getTransform

Date: getYear, getFullYear, getMonth, getDate, getDay, getHours, getMinutes, getSeconds, getMilliseconds

MovieClip: play, stop, nextFrame, prevFrame, gotoAndPlay, gotoAndStop, getNumFrames, setFrame, getFrame, localToGlobal, globalToLocal, getBytesTotal, getBytesLoaded

String: split, slice, substr, substring, concat, charAt, charCodeAt, toUpperCase, toLowerCase, fromCharCode

Key: isDown, getCode, getAscii, addListener, removeListener

Mouse: addListener, removeListener

Math: all

Engine (UnigineScript runtime interaction extension, up to 6 function arguments): logMessage, logWarning, logError, logFatal, systemGet, systemCall, worldGet, worldCall, editorGet, editorCall, consoleRun, consoleIsVariable, consoleGetInt, consoleSetInt, consoleGetFloat, consoleSetFloat, consoleGetString, consoleSetString

 

All UnigineScript methods can be called from ActionScript code via Engine extension class.

 

A set of flash usage samples can be found in the SDK: data/samples/widgets/flash_00, data/samples/widgets/splash_01, data/samples/objects/gui_03 and data/samples/objects/gui_04 (see *.fla source projects inside 'flash' directories). There is also a standalone Unigine-powered flash viewer available.

 

 

Content library:

 

Introducing the content library pack with some cool pre-set materials and special effects to be used in Unigine-powered projects:

 

* Materials (gold, silver, glass, car paint, floor tile, concrete, stucco, rubber, ocean water).

* SFX (explosions, fire, smoke, rain, snow, welding).

* Vegetation (birch, bird cherry, blooming sally, camomile, fern, ledum, pine, spruce, tormentil).

 

These assets can be found in data/library directory inside the Unigine SDK.

 

110228-materials.jpg

 

Render:

 

* Improved quality of directional lightmaps.

* Added caustic_power parameter in water_base material.

* Fixed ObjectGui blending.

* Fixed alpha-testing with AA on DirectX 9 level hardware.

* Fixed postprocessing materials in stereo 3D modes with HDR enabled.

* Added limit for particles emitted by an emitter per frame.

* Change of 'render_srgb' parameter requires call of 'render_reload' and 'render_manager_reload' console commends in order to be in effect.

* 'alpha_test_level_101' console variable is disabled by default.

* Fixed OpenGL ES shaders compilation on non-Tegra devices.

 

 

GUI:

 

* Added support of Adobe Flash rendering.

* Added WidgetFlash (requires manual width/height handling).

* GUI containers can cut children widgets by their own bounds: use setStencil(1).

* Support of hiding tabs in WidgetTabBox container.

* Added horizontal and vertical font spacing (setFontHSpacing/setFontVSpacing methods) for all widgets.

 

 

Tools:

 

* Support of COLLADA format units during import in MeshViewer.

* Any imported or a new node will be added as a child to the currently selected one in UnigineEditor.

* Fixed writing relative file paths to NodeReference nodes in UnigineEditor.

* WorldExpression can include a file via UnigineEditor.

* Added buttons for generation of empty terrain diffuse and mask textures in UnigineEditor.

* Added standalone flash files viewer: FlashView tool (hold 'w' hotkey to enable wireframe mode).

 

 

Other:

 

* Fixed C++ TypeID system in Windows.

* Fixed crashes caused by multi-threaded update of world nodes.

* Added flushTransform() function into players (it must be called after a manual call of updateControls()).

* Removed pause() function from ObjectMeshSkinned, WorldTransform and SoundSource objects: there is a stop() function now which saves playback position.

* Added 'Spatial' flag into nodes (enabled by default): a node is rendered without regrad of sectors/portals if the flag is disabled.

* Improved touchpad handling.

* Improved Android application launcher.

* WorldExpression now has box-shaped bounding instead of old spherical one.

* Added setGround() and setCeiling() functions into PlayerActor for manual state control.

* Memory optimization of multiple WorldExpression objects.

* Fixed unhandled node-defined callbacks of WorldTigger and PhysicalTrigger objects in NodeReference.

* isVisble() and isShadow() functions for nodes are now available during the flush() stage.

* Added getContactObject() function into particle systems.

* engine.render.setFadeColor() now accepts RGB fade color.

* Added Intersection and Physical masks into PlayerActor.

* Added two base data types: ivec3/ivec4 (integer vectors) in C++ API.

* Random orientation of decals projected by particles.

* Added support of PPM and PGM 8/16 bits formats.

* Fixed wrong particle bounds with a alarge negative values of growth parameter.

* Fixed rare CRC error of UNG packs decompression.

* Changed network plugin API: added possibility to send data with IMMEDIATE priority. This is done by adding one more argument to send and sendAll functions: send_mode = SEND_MODE_NORMAL (by default for send and sendAll with 2 arguments) or send_mode = SEND_MODE_IMMEDIATE. So all old sendAll calls with 2 (now 3) arguments should be updated.

 

Run utils/upgrade.py --target=YourProjectPath to upgrade XML data files.

 

 

UnigineScript:

 

* Added support of ivec3/ivec4 data types.

* normalize() can accept quat as an argument.

* Preprocessor support in all expressions: Expression, WorldExpression, materials.

 

 

Demos:

 

* Added flash integration samples.

* Added new 'Crypt' demo (a lightmap-based version of Sanctuary benchmark),

* Added new 'Passage' interactive demo (character and vehicle control, fighting with droids, automatic elevators).

 

110228-crypt.jpg110228-passage.jpg

 

Both 'Crypt' and 'Passage' demos are available in Unigine Android SDK as well, they were recently demonstrated at Mobile World Congress (and will be at CeBIT soon) on NVIDIA Tegra 2 devices.

 

 

Documentation:

 

* Added new tutorial: "Adding Vegetation: Creating a Tree".

* Added new tutorial: "Adding Vegetation: Random Scattering of Objects".

* Updated documentation on hardware tessellation materials.

* Full update of ResourceEditor documentation.

 

UnigineScript documentation is slightly outdated in the SDK, updated version will be available in 2-3 days.

 

 

Download links

 

Files are still uploading, they will be available in 2 hours.

 

Source version:

* Windows installer

* ZIP archive (includes Linux binaries)

 

Binary version:

* Windows installer

* ZIP archive (includes Linux binaries)

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Congratulations team on another fantastic update, nice surprise the with addition of flash support.

 

You are welcome!

 

Good luck at the GDC..

 

We aren't attending GDC this year because there is way too much work on new features to be delivered to customers.

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so thanks for updates.

 

It is so good to make changes and updates like this.but i think Unigine needs more tutorials for beginners and some people that want choose Unigine.however i know your are working so much on improving enigine but tutorials is more important for them.

 

Thanks Denis.

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Thanks, flash support for GUI-development is amazing news! )) You plan use ActionScript 2.0 syntax for unigine developing at the same time with Unigine Script, do you? )))

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Thanks, flash support for GUI-development is amazing news! )) You plan use ActionScript 2.0 syntax for unigine developing at the same time with Unigine Script, do you? )))

 

No, it's recommended to use ActionScript for basic UI logic only. We don't plan to extend ActionScript support any further since UnigineScript is far more advanced language anyway.

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Updated reference manual: https://developer.unigine.com/fileserver/download/UnigineManual-2011-03-04.chm

 

Added info on Flash usage, updated UnigineScript library, updated info on data types in scripts.

 

PS: if you are experiencing problems with viewing the document on Windows, uncheck "blocked" selector in file settings.

 

Can I ask which application you are using to view the file under linux? I tested xchm, okular, chmsee, gnochm, kchmviewer, archmage but all leaks features or display the content very strange.

H

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Can I ask which application you are using to view the file under linux? I tested xchm, okular, chmsee, gnochm, kchmviewer, archmage but all leaks features or display the content very strange.

H

 

Unfortunately I don't know a good CHM viewer for Linux. We use online version of the documentation internally, it's planned to integrate it with this developer portal.

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xchm seems to be the best one, as far as I know. But you might need to update to the newest version.

kchmviewer seems to work well for me... It occasionally breaks with very deep links... But other than that I am not aware of anything I should have that I don't.

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