Hi guys,
Before publishing the Building Generator DLC I've made an update for a double purpose:
- Make the editor supporting external plugin in a transparent way
- Improving some feature and fix some bugs of the engine
RELEASE NOTES
Here are the complete list of all improvements made in this version:
- Bugfix: MinFloat action fixed
- Bugfix: emissive materials not showed when more than 2 objects are on screen
- Bugfix: road intersections
- Bugfix: some crashes due to alpha blended materials
- BugFix: LightBeams and Clouds not showed.
- BugFix: Custom number of MIPMAPs for compressed textures (DDS) fixed
- BugFix SSGI: wrong fetching of source color buffer for color bleeding (FIXED)
- BugFix: FloatLerp and Vec3Lerp GameMachine actions output fixed
- BugFix: layer painting into material viewport doesn't work well for masks resolutions below 256x256
- BugFix: SetOrientationFromCamera smooth value is inverted (fixed)
- BugFix: Runtime crashes when Terrain Detail materials are used (ex. WarBattle project)
- BugFix: AI agents rotations exploding when framerate is slow (under 15 fps).
- Replaced global UVMask Index with per-Layer uvMaskIndex
- Now EmissionMap and ThicknessMap UV channel is the same as Layer0
- Changed material property: Emissive opaque surfaces now always require emissive map
- Added SetMaterialEmissionColor action
- Added SetMaterialLayerAlpha action
- Now emissive materials are also rendered into screen space reflections and screenspace global illumination
- Added parameter MaxCubemapReflectionDinstance for setting the maximum rendering distance of the dynamic reflection cubemap
- fixed DOF near and far focus
- removed automatic computation of SUN color in FX (eliminating this helps day to night transition tuning and helps a better match between SUN color chosen by user and SUN color applied to the sky)
- Added timeOfDay parameter "FogNear" in FX Weather tool
- Added a maskDistance parameter to alphaBlended materials for attenuating analytics reflections at distance.
- Improved GodRays
- Added parameter farOutOfFocus and cocRadius for better controlling Depth Of Field
- Added parameter BloomThreshold to Post-Processing panel
- Now roads, rivers, tracks and fences can be of unlimited number
- Added second UV Channel for roads (used for different tiling when multiple road material layers are used)
- Added FloatAnimate and Vec3Animate actions in GameMachine
- Added global parameter to SetSourcePitch and SetSourceGain actions in GameMachine
- Added possibility to delete detail materials of the terrain
- Improved smooth parameter, in all GameMachine actions that require it, taking into account framerate
- Added parameter frametime to GetInputAxis action in GameMachine
EASY GAME PACK UPDATE
- BugFix: Zombie gameMachine hides player when in IDLE01 and IDLE02 states
- PlayerCharacter Health parameter is now a Float instead of an Integer
SOME IMPORTANT NOTES ABOUT THIS UPDATE
Apart from some important bugfixes, just like Road intersections, light beams and clouds no more visible, and runtime crashes when terrain detail materials are used, this version implements some interesting improvements like:
- Finally a satisfacting GodRays effect :)
- Finally and unlimited number of roads :D
- Most important: improved SMOOTH parameter for GameMachine actions. It now takes into account FRAMERATE, this is particularly visible when in EasyGamePack the player character JUMPS: now he jumps the same amount independently from the framerate, that is a REAL GOOD FIX :D :D