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Unigine SDK 2010-09-07


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Recent changes

* Updated terrain system (see details below).

* TerrainEditor has been integrated into UnigineEditor and improved.

* Added new terrain samples.

* Added documentation on updated terrain system and its editor: "Principles of Operation / Objects / Terrain".

* Fixed some sound-related crashes.

* Added 'PostRefraction' flag into materials: transparent objects can be drawn after the refraction pass with this flag enabled.

* Thread-unsafe updates of objects have been moved to flush() stage.

* Added setViewDirection()/getViewDirection() methods to players.

* Renamed 'clipping' option of particles into 'culling' (don't forget to run utils/upgrade.py).

* Fixed green background at video playback start.

* Added function for setting of initial particle speed.

* Physics API function setFrozenable() was renamed into setFreezable().

* Time-based filtration of contacts in physics.

* Safe multithreaded collisions with terrain.

* More verbose warnings in Direct3D9/10/11.

* Fixed setting of Unicode window caption.

* Added support of texture atlas (4x4) for particles.

* Added blend() function into Image class.

* Completely removed clipmap support.

* Reduced memory consumption in UnigineScript.

* Improved swizzlers for variables in UnigineScript: now it's possible to set '1' and '0' values (e.g. foo.xy0 bar.01x).

* Even more performance boost in UnigineScript.

* WidgetGridBox now correctly handles all hidden child widgets.

* Full-screen mode isdows SDK 7.1 set to the primary output device now.

* Fixed array elements access in UnigineScript (array[2][2]).

* Added unicodeToUtf8() and utf8ToUnicode() functions into UnigineScript.

* Correct work with SN compiler for PS3.

* Inverted Y-axis of grass mask.

* New WorldClutter object for procedural placing nodes from a predefined set around the player according to the mask image.

* Added dot() function for quaternions in API.

* New 'EmitterBased' flag in particle systems (particles follow the emitter).

* Added _CELLOS_LV2 define into UnigineScript for PS3.

* More fine tuning parameters for grass culling.

* Added script for handling Euler angles (data/core/scripts/euler.h).

* Removed WorldTransform editor from UnigineScript.

* Added PhysicalTrigger node, which works the same way as WorldTrigger, but uses physical world data and can have any physical shape.

* 'contact' parameter was renamed into 'touch' in WorldTrigger.

* Access to shapes in player contacts.

* Support of arbitrary blur radius for DoF.

* Added physical ropes.

* ComboBox widget now fires corrert GUI_CLICKED callback.

* Added several rope samples.

* Added small 'tessellation' demo into SDK.

* Project files were upgraded to be compliant with Visual Studio 2010 Express.

* Added support of Windows SDK 7.1.

* Added a set of articles on physics into the reference manual: see "Principles of Operation / Physics" chapter.

 

Terrain changes

Main features of the renewed terrain:

* Built-in terrain editor

* Heightmap streaming

* Holes

* Texture splatting

* Optional triplanar texturing

* Automatic texture streaming

* The maximum size is 65536+1 x 65536+1

 

More details on terrain update can be found in the reference manual and in the corresponding forum thread: https://developer.unigine.com/forum/topic/11-terrain-update/

 

Download links

Source version:

http://unigine.com/transfer/src/Unigine-20100907-src.zip (ZIP archive)

http://unigine.com/transfer/src/UnigineSDK-source-2010-09-07.exe (Windows installer)

 

Binary version:

http://unigine.com/transfer/binary/Unigine-20100907-bin.zip (ZIP archive)

http://unigine.com/transfer/binary/UnigineSDK-binary-2010-09-07.exe (Windows installer)

 

Tools pack can be downloaded from "Downloads" section of the portal: https://developer.unigine.com/fileserver/download/UnigineTools-2010-09-07.exe

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  • 2 weeks later...

Sorry guys, it seems that the next SDK update will take some more time (3-4 weeks more) since there are a lot of ongoing render improvements (new postprocesses like SSDO and motion blur, additional performance boost) and we can't release it until they are completed.

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