GameGuru MAX Build 2022.04.22
[h3]Today we've released an updated version of GameGuru MAX with a host of new fixes AND some new features AND a new Demo Game!
[/h3]
[h2]Let's look at the pesky bugs we've squashed so far:[/h2]
[h3]Importer[/h3]
[h3]Storyboard & Terrain Generator[/h3]
[h3]Level Editor[/h3]
[h3]Objects[/h3]
[h3]Grouped Objects[/h3]
[h3]Character Creator[/h3]
[h3]Flattern Area issues[/h3]
[h3]Gameplay[/h3]
[h3]Standalone Games[/h3]
[h3]Object Placement[/h3]
[h2]AND now to the NEW features...... [/h2]
[h3]Tree, Grass and Transparency Rendering[/h3]
[h2]Post Processing[/h2]
[h2]Object Placement[/h2]
[h2]AND last but not least our new Demo Game BOUNTY by 'Defy'[/h2]

In this great Demo Game you need to fight your way out to the beach to complete the level. It has a nice design, is an easy one to load up and start editing and adapting yourself, and only took 18 hours to create!
[/h3]

[h2]Let's look at the pesky bugs we've squashed so far:[/h2]
[h3]Importer[/h3]
- Fixed some reported files in DBO format that used to import without textures
- Added a warning for users when importing models with more meshes than the maximum number of materials allowed
- Fix for a crash caused by importing a model with more meshes than the maximum number of mesh materials allowed
- Fix for having to redirect the file explorer when selecting channels for a surface texture
[h3]Storyboard & Terrain Generator[/h3]
- Storyboard Editor now lets you change the button appearance for the graphic settings buttons
- Changed thread locking to prevent potential freeze during terrain generation
[h3]Level Editor[/h3]
- Fixed loaded groups, they now work again
- If you double click on an object you no longer zoom past it
[h3]Objects[/h3]
- Fix for shadow settings not being applied to objects with multiple meshes in test game
- Fix for double-sided setting not being applied to objects with multiple meshes
[h3]Grouped Objects[/h3]
- Fixed a crash that could happen when Grouping objects and going into the user folder
[h3]Character Creator[/h3]
- When saving a new character MAX will no longer randomly crash
[h3]Flattern Area issues[/h3]
- Added an extra parameter of size to updating flat areas
- Fixed the scaling issue for flat areas
- Fixed Auto flatten terrain for rotations
- Fixed a bug where circle flatten areas would not remove previous area when moved
[h3]Gameplay[/h3]
- Fixed an issue where picking up health items exceeded the players max health value
[h3]Standalone Games[/h3]
- Fixed an issue where Character created enemies had black trousers instead of camo trousers
[h3]Object Placement[/h3]
- Objects no longer drop under table when terrain changed
- Fixed an issue with smart object placement offsetting placed object on XZ axis
- Fixed an issue causing objects to judder between several locations on occasions
- Fixed a possible crash event caused by uninitialised variables during a ray cast operation
- Fixed an issue of vertical mode moving the Y position slightly, now we have perfect adjustment
- Small tweak to hide smart placement buttons when developer widget mode active
- Ensured snap system aligns XZ and Y separately so they match up
- Widget Scale and Rotation now centered back on object for proper operation (though both need work with improved implementations)
- Fixed scale values to match FPE originals and new scale multiplier
- Fixed lock issue when dragging zone node over static object
[h2]AND now to the NEW features...... [/h2]
[h3]Tree, Grass and Transparency Rendering[/h3]
- The grass rendering performance has been improved
- Grass now uses a simpler PBR shader in lower graphics modes for faster performance
- Grass now fades in rather than growing with distance
- Grass can now be painted in flattened areas
- Changed tree LOD transition to be higher resolution so they fade between them smoother
- Changed depth downsample to fix cloud halo around trees and objects
- Transparent objects can now render properly underwater - no more hair loss! :-)
[h2]Post Processing[/h2]
- Added an option to enable screen space ambient occlusion (SSAO) in the editor
- Added Ambient Occlusion power slider
- AO now always uses MSAO for best quality
- Added a tick box to enable "VSync" option in the post processing section
[h2]Object Placement[/h2]
- The system now uses primarily quat rotation for the widget, rotation keys, rubber banding, undo/redo, copying and groups.
- Added a flag to in the Developer Settings to control whether the user can move an object when the camera is inside it
- Added Y object snapping for when in vertical mode (better snapping based creation)
[h2]AND last but not least our new Demo Game BOUNTY by 'Defy'[/h2]

In this great Demo Game you need to fight your way out to the beach to complete the level. It has a nice design, is an easy one to load up and start editing and adapting yourself, and only took 18 hours to create!