S2ENGINE HD 2019.2 update
Hi guys,
we have just released a new update for S2ENGINE HD 2019.
This update has been developed taking in mind the experience we have done with the development of HELLSEED demo.
We have identified and solved some bottlenecks in the rendering pipeline.
We have improved some functionalities, for example:
Last but not least we have fixed bugs, also reported by users.
[h2]CORE[/h2]
[h2]LAUNCHER[/h2]
[h2]EGP[/h2]
Enjoy and stay tuned!
PROFENIX STUDIO
we have just released a new update for S2ENGINE HD 2019.
This update has been developed taking in mind the experience we have done with the development of HELLSEED demo.
We have identified and solved some bottlenecks in the rendering pipeline.
We have improved some functionalities, for example:
- The lookAT of a model node: look_at_test.gif
- The physics ragdolls: hair_test.gif
- The editor gizmos:
Last but not least we have fixed bugs, also reported by users.
RELEASE NOTES
[h2]CORE[/h2]
- [NEW] Added parameter OpenOnly to Switch object class.
- [NEW] Added "PlayOnce" parameter to TextObject object class. TextObject isn't destroyed is 'PlayOnce' parameter is false.
- [NEW] Added message "Text" to TextObject object class.
- [NEW] Added "useBoxForRaycast" parameter to all sceneobjects.
- [NEW] Added "unlock_anim" parameter to Switch class object
- [NEW] Added "unlock_sound" parameter to Switch class object
- [NEW] Added "SubWidgetChangeTexture" function to s2script
- [NEW] Added "GetScreenWidth" function to s2script
- [NEW] Added "GetScreenHeight" function to s2script
- [NEW] Added "isOccluder" parameter to Wall object class, now visiblity and occlusion are decoupled
- [NEW] Added "isOccluder" parameter to Floor object class, now visiblity and occlusion are decoupled
- [BUGFIX] Wall,Floor,Column,Stairs and Roof generated meshes aren't deallocated
- [BUGFIX] Wall and floor objects occluders aren't generated
- [BUGFIX] When painting vertices the brush has effects also behind the camera
- [BUGFIX] ActivationTrigger spawns objects 2 times.
- [BUGFIX] Resource renaming progress blocks if resource to rename is just loaded.
- [BUGFIX] if you try to import Texture into the root folder it isn't imported.
- [BUGFIX] if you select an already created cutscene ans click on add track, if you click on cancel anc then create a new cutscene the engine crashes.
- [IMPROVEMENT] Added parameter "up" in LookAt cutscene track
- [IMPROVEMENT] Added parameter "planar" in LookAt cutscene track
- [IMPROVEMENT] Added parameter "node" in LookAt cutscene track
- [IMPROVEMENT] Added parameter "axis" in LookAt cutscene track
- [IMPROVEMENT] Now "lookAt" track can make lookAt operation in world space
- [IMPROVEMENT] Added parameter "sound" to Title track type
- [IMPROVEMENT] Added parameter "volume" (sound volume) to Title track type
- [IMPROVEMENT] Added parameter "channel" (sound channel) to Title track type
- [BUGFIX] refracting material doesn't be affected by diffuse texture colors.
- [BUGFIX] If a joint capsule is deleted from model editor and an object inside the scene has that model the engine crashes.
- [BUGFIX] When using triggers without a volume the enter counter doesn't work.
- [IMPROVEMENT] Added new flag "interactive" that allows objects to be marked as interactive or not (very useful with EasyGamePack DLC).
- [NEW] Added action "AddToLayerMask" in GameMachine
- [NEW] Added action "RemoveFromLayerMask" in GameMachine
- [NEW] Added "START_SAVE_GAME" event in GameMachine
- [NEW] Added "IsActive" action in GameMachine
- [IMPROVEMENT] Now if you select a lower texture resolution, the higher mips of the textures (marked as resizable) aren't loaded at all, reducing memory consumption and loading times.
- [NEW] Added pitch parameter into soundSource object class
- [BUGFIX] sound source position isn't updated when moved.
- [NEW] Added message "SHOW_LOCKED_TEXT" into switch object class
- [NEW] Added parameter "startnode" to PhyCreateRagdoll gameMachine action
- [NEW] Added parameter "sleepThreshold" to PhyCreateRagdoll gameMachine action
- [NEW] Added parameter "startnode" to PhyRagdollSleep gameMachine action
- [NEW] Added parameter "startnode" to PhyRagdollWakeUp gameMachine action
- [NEW] Added action "PhyRagdollEnableGravity" to gameMachine
- [NEW] Added action "PhyRagdollDisableGravity" to gameMachine
- [NEW] Added parameter "iterationCount" to "PhyCreateRagdoll" action in GameMachine
- [IMPROVEMENT] Now Ragdoll physics capsules are better synchronized with graphical nodes / skins
- [NEW] Added parameter "soundVolume" to Trigger object class
- [IMPROVEMENT] About 8x Faster active objects sorting
- [IMPROVEMENT] Faster shadowmap cache update
- [NEW] Added parameter "weight" to "NodeLookAt" GameMachine action.
- [NEW] Added parameter "visionCone" to "AIEnableSense" GameMachine action.
- [IMPROVEMENT] Load/Save game system is now much more stable.
- [NEW] added parameter "unlockedText" to Switch object class.
- [IMPROVEMENT] editor camera speed is restored after running game simulation.
- [IMPROVEMENT] Improved triggers and switches selection.
- [IMPROVEMENT] Added parameter "invertRightAxis" to NodeLookAt GameMachine Action
- [IMPROVEMENT] Improved all-axis translate gizmo grabbing
- [IMPROVEMENT] Improved all-axis scale gizmo grabbing
- [IMPROVEMENT] GameMachine events in node combobox are sorted by name.
- [IMPROVEMENT] Fixed some artifact affecting high quality Sun shadows.
- [IMPROVEMENT] Now CHARACTER_COLLIDED event is sent also to colliding character
- [IMPROVEMENT] Now, if importer doesn't find model textures, it is possible to choose if to perform or not a deeper search
- [IMPROVEMENT] Now wireframe of skinned meshes depends also on LOD
[h2]LAUNCHER[/h2]
- [BUG FIXED] if there is a project without its own folder the launcher crashes
[h2]EGP[/h2]
- [NEW] Added message SHOW_ACTION to itemTAG object class
- [NEW] Added message HIDE_ACTION to itemTAG object class
- [NEW] Added parameters "DynamicCross" to PlayerCharacter class for making hud cross visible only for interactive objects (the action to execute is showed inside scanDistance range)
- [NEW] Added parameter "MaxScanDistance" to PlayerCharacter class for making hud cross visible only for interactive objects inside a maximum distance range
Enjoy and stay tuned!
PROFENIX STUDIO