Josh Posted April 8 Author Posted April 8 0.9.9 The Tile class has replaced the Sprite class for 2D graphics. Some changes are necessary to make the Sprite class optimal for 3D use. Added Sprite::SetSize and GetSize. Sprite size can be adjusted in the editor, and works will billboard view mode. Removed wireframe parameter from CreateSprite. Rectangle Sprites are now always centered around their center, and Sprite::SetHandle is removed. Added missing Camera::SetLighting method in Lua. Added Texture::SetFilter and GetFilter. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted April 9 Author Posted April 9 0.9.9 Added two global shader uniforms:: int TerrainID and int TerrainMaterialID. This means every shader can now access the scene terrain, if it is present. @klepto2 Channel packing tool is a little easier to work with now. Fixed offset texture view in asset editor window. Fixed terrain not updating normals when no materials applied. Fixed particle view mode not being saved in scene files. Only editor is updated at this time. 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted April 10 Author Posted April 10 0.9.9 Screenshot render window will now render 30 frames before capturing, to better capture auto-exposure and reprojected effects. Fixed some situations where an item image could fail to load and crash the program because of an outdated cached image link. Cache time for the downloads system is lowered to one hour. Added "Save As" behavior in IDE. Much improved tone mapping post-effect. 2 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted April 11 Author Posted April 11 0.9.9 Fixed a bug where post-processing effect auxillary textures would not get re-created when the viewport size changes. Updated SSAO effect with something more dramatic. 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted April 11 Author Posted April 11 0.9.9 Sun color now includes alpha channel, for controlling the intensity of volumetric lighting. DirectionalLight::SetShadowDistance accepts four values to control the stages of the cascaded shadow map. Surprise! Added initial implementation of basic CPU raytracing functions, using Intel Embree. Many possibilities here.. Updating Some updated shaders are needed to use the customizable cascaded shadow map partition distances, but I think the old shaders will still work with the new build. C++ projects probably need a new header search path added: ($LEADWERKS)/Include/Libraries/embree/include This does not appear to be required, but would probably not hurt to add All projects require two DLLs, embree4.dll and tbb12.dll. See Files > Project Manager and then sync your outdated projects. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted April 13 Author Posted April 13 0.9.9 C++ library updated with probably finished core ray tracing API. See tutorial here: 1 1 My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted April 14 Author Posted April 14 0.9.9 Removed the Project tab from the IDE. To finish that, I would basically have to reinvent the asset browser functionality, and I think we can live without it for the initial release. Reworked the water material and shader. Improvements to transparency / refraction in general. Some shaders are updated. 1 My job is to make tools you love, with the features you want, and performance you can't live without.
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