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Release Notes


Josh
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0.9.9

  • Tools menu now displays the tool icon next to the menu item. It looks really good.
  • Environment probe sphere indicators no longer show up in rendered screenshots.
  • Bug fixes.
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My job is to make tools you love, with the features you want, and performance you can't live without.

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0.9.9

  • Render image feature is finished.
  • Quick Render menu item now works.
  • Changed rendered image save to JPEG back to BGRA format because R and B channels are being swapped.
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My job is to make tools you love, with the features you want, and performance you can't live without.

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0.9.9

Multi-material blend settings now work the way decals do. You must include a texture in the material that is painted over the previous one, if you want that property to be replaced. For example, if you only include a normal map in the painted material, only the surface normal will change and the color and other properties will not. A separate opacity map is also supported.

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0.9.9

  • The editor will now preferentially save Leadwerks .map files (this is the same JSON / bin format formerly called .ultra format). Files with the .ultra extension are still recognized in the open file dialog. Engine and editor are able to load either Leadwerks 4 or 5 .map files, just like it does with the MDL format, which has changed substantially.
  • Updated splash screen and about window.
  • BC5 no longer display blue channel as 1.0, original 0.0 instead.
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My job is to make tools you love, with the features you want, and performance you can't live without.

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0.9.9

  • Eliminated the file read errors that were occuring at the beginning of the program startup.
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My job is to make tools you love, with the features you want, and performance you can't live without.

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0.9.9

  • The project manager now dynamically inserts C++ files into the generated Visual Studio project and generates a new ComponentSystem.h file. This allows for project templates to include new source code files the base project does not have, which is how I am planning to handle game tutorials.
  • Fixed R/B color channel swapping in JPEG save.

My job is to make tools you love, with the features you want, and performance you can't live without.

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0.9.9

  • Another full update with bug fixes.
  • The added file Shaders/MeshLayer/Culling.comp is required for vegetation and should be synced to your project.
  • Foliage renamed to Vegetation in editor interface.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I implemented a better formula for sRGB / linear color space conversion. This keeps the brights bright, but eliminates the sharp edges on light gradients.

No color space conversion (Leadwerks 4 method, which is why lights had to be super bright):

screenshot137.thumb.jpg.b0503c23ea2cfff271878aba73288ea8.jpg

Old sRGB / linear conversion:

screenshot139.thumb.jpg.27ebd985f95a75b419ce7ca4302a3809.jpg

New sRGB / linear conversion:

screenshot138.thumb.jpg.2040b84d3835b61da69c890ac8a5a3bc.jpg

 

My job is to make tools you love, with the features you want, and performance you can't live without.

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0.9.9

Editor updated with some fixes. Pay attention to any potential problems with popup menus or window positions, but I tested as much as I could and did not see any problems.

My job is to make tools you love, with the features you want, and performance you can't live without.

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0.9.9

  • Fixed a problem where the editor would crash on project creation, if the editor was starting with no projects listed.
  • Fixed an error in the declaration of LoadModel in the Lua binding code.

My job is to make tools you love, with the features you want, and performance you can't live without.

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0.9.9

The user interface is losing its coherence due to the prevelence of colored icons, many of which are introducing a lot of inconsistency into the color scheme, so I am removing some unnexessary icons and reducing color in some places. However, during this phase I did discover that using object thumbnails and tool icons in the main menu looks awesome.

I have a better idea now of how and when I want to use color. As a general rule, I want color to be associated with 3D objects in the map. The scene browser is now using a yellow group / folder icon, and the topmost icon is using a lot of primary colors, which gives it a strong Lego-ish feel, and the objects that appear in the scene browser are using icons that closely match the object thumbnail in the drop-down object selector. Entities in the 3D scene are using the same colored icon, so it is easier to recognize which type of object is which. Monochrome outline icons are still used in the proporties editor, which feels right to me.

I experimented with displaying tools as a column of buttons in the left sidebar, but the initial results didn't look good. I may revisit this again, but for now the left sidebar is removed, since its purpose doesn't really justify its presence.

image.thumb.png.29c1eb5c9653338c597898a44e9bce4d.png

My job is to make tools you love, with the features you want, and performance you can't live without.

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