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Update.

We made several updates this last week..

You may have already seen, as this feature was implemented a couple of weeks ago,

AGF now imports and exports Height Maps.

Import PNG files from anywhere to AGF to create terrains. This is only an AGFPRO "Premium" Feature. If you do NOT own the AGF premium DLC you will not see this feature.

If you don't know if you have AGF "Basic" or "Premium" you will now. I added different art to the loading screen to show you what version you have.

The height map importing is not as polished as id like it to be... I need to add some GUI so users can control the offset and displacement of the imported textures and the effect they have on the terrain.

This can be achieved by adjusting the "height" value inside the Terrain>Modify menu. I am not happy with this as the only option. I will add the additional GUI for the height maps as soon as I can.

In an earlier version "Number 13" pointed out a bug where the imported maps were flipped on the X. This has been fixed in the height map importer.. THANKS NUMBER 13 ;)

>>>IMPORTANT CHANGES TO OVERALL USE>>> PLEASE READ>>>>

To further AGF being more easily used on laptops when a mouse is not available. We made more features available from the tool bar.

When you start AGF now there are not any tools selected at all. Just your cursor. You can select the tools as you want as you like. Clicking on the Home and File mode icons will drop whatever tool you have on your tool tip. I meant to get a "drop tool" icon in but it fell through the cracks. I will get that in in another build. Right clicking on the tool bar icons will toggle them off.

There are a full set of camera control buttons you will see on the far right.. If you have a small screen use the slider bar to see them.

I made the camera follow OFF as a default. Yes, I heard your complaints. :) There is now a button to toggle it on and off.

I added a 3 button mouse, icon/button that will make the camera now work like the one in Unity. Please let me know what you think..

Most all of the object mode tools are now available on the tool bar. Some features that users were not seeing are there. Object offset repeat, Object Grow. Align object to normal and Object collision on off toggle.

We also made the all the players available on the tool bar now.

We worked out some camera issues on the ARPG and Platformer players.
Fixed some bugs with the particle effects and character combat.
I sped up the animations so the characters play faster. Much more fun now..
Added object occlusion transparency to both the internal and external ARPG and Platformer players. So the objects between the camera and the character now go transparent automatically.

Alex added some better camera control and collision code to the players.
I made a new "location to go" animated object that points where your character will move to in both the internal and external ARPG players.

I made several changes to improve overall speed performance in the editor. You will see the terrain sculpting is a bit faster now. The massive speed difference between painting and sculpting has been somewhat addressed I will continue to work on this to get it as good as I can. The objective is to have things run as fast as possible while still feeling balanced. I made changes to the quality settings to ensure there were no code, heavy features that would degrade performance.

You will see now that the terrain will change in detail the farther back you are from it. This is to keep frame rate consistent. We added a feature that turns off the shadows while you are sculpting to increase speed. There is a button on the terrain menu to turn this off. It is set on by default.

The bug where the Editor was not launching the Constructor properly has been fixed. We are still working on the Prefabs updating in the editor scene properly when you send a prefab from the constructor to the editor. They do update in the Warehouse/Prefabs container correctly though. To update Prefabs that are already placed in the scene you need to reload the scene.

I agree this is not ideal. I will get that fixed soon.. too... ;)

There were some issues with a build that the textures were not being loaded properly for .OBJ files. This has been fixed. I made some changes to the .OBJ importer. You may see a better quality of shader now on the imported assets.

There are even more features added, But this update note is getting huge. I will post on another note soon.

Thanks,

Matt

Happy Creating..