Hi guys,
I've just uploaded the B7 version.
It is the version which will be able to run the EasyGamePack DLC
The major improvements are about FBX importing and a new browser filter mode that shows all assets without folders.
Following are release notes.
As always stay tuned :)
RELEASE NOTES
- Added OutputGreater parameter in CompareFloat and CompareInt actions
- Added "Affect Objects" flag in terrain sculpt tools
- Bug Fixed: When ocean is disabled lake physics doesn't work
- Added "ENTER_WATER" and "EXIT_WATER" events into gameMachine
- Added GetCameraAlpha action in GameMachine
- Bug Fixed: CubeObject decals wrong displace
- Added "ReceiveDecals" parameter to scene objects
- Improved AmbientLights sorting for transparent surfaces
- Added parameter "CastDiffuseReflections" in AmbientLight objects
- Added parameter "Invert" to the animation keyframe blending intervals (X and Y)
- Added Gizmo in modelviewport for visualizing orientation and position of the object spawned into a keyframe
- Bug Fixed: parameter "Input" in "SetObjectNodePos" action has wrong type
- When Creating New layer in a GameMachine now is added after the current selected layer (NOT AT THE END OF LAYERS LIST AS BEFORE)
- Added Focus of the current FSM in the GameMachine Viewport
- Added PgUp and PgDown shortcuts for changing current FSM layer in GameMachine Viewport
- Added "frametime" parameter to "MoveCharacter" Action
- Added Support for PAD triggers
- Fixed GodRays rendering when resolutionScale value isn't 1
- Bug Fixed: Psystems loops sound even when loop flag is FALSE.
- Added maskX, maskY, maskZ parameters to SetObjectLocalPos Action
- Added new AwakeSwitch class
- Added new action AttachObject in GameMachine
- Added new action DetachObject in GameMachine
- Improved switch class Locked state with fading text
- Added new action SetObjectNodeOrientation in GameMachine
- Bug Fixed: parameter "Global" of playSound action doesn't work
- Added new StopSoundSource action in GameMachine
- Bug Fixed: sometimes editor crashes when closed
- Added object class Counter. It checks if a given number of objects die and then emits an event
- Bug Fixed: when instancing more than 50 audio sources some sounds aren't played
- Added viewport selection of meshObjects that do not have Mesh or collisions enabled but only occlusion Mesh
- Added GetVec3Component action in GameMachine
- Modified parameter "TargetPoint" in "AIFindPath" action for accepting variables
- Added new events (BUTTON_CLICKED_widgetName,BUTTON_RELEASED_widgetName,BUTTON_PRESSED_widgetName) for simplyfing GUI logic construction
- Added SetWidgetBoolValue Action
- Added SetWidgetIntValue Action
- Added GetWidgetBoolValue Action
- Added GetWidgetIntValue Action
- Bug Fixed: GetWidgetStringValue doesn't return the correct value
- Added: GetInputAxisValue action
- Added: GetInputActionValue action
- Added: SetInputAxisValue action
- Added: SetInputActionValue action
- Added: GetPressedMouseButton action
- Added: GetPressedInput action
- Bug Fixed: Release State of PAD buttons do not work
- Bug Fixed: Crash when apply changes on Scrollview widget type in GUI editor
- Bug Fixed: Numpad "." produce weird character
- Added PauseMusicSources action
- Added ResumeMusicsSources action
- Bugfix: crash when deleting a variable in FSM
- Added "HIT" event when splinter coliides something
- BUGFIX "COLLIDE" event doesn't work
- DELETED "CONTACT" event
- Added parameter "planar" to SetOrientationFromObject action
- Added parameter "planar" to SetOrientationFromCamera action
- Bug fixed: When new objects are created inside Prefab Viewport (for example particle systems created by other particle systems) scene restarting duplicates objects causing crashes ot frame dropdown
- Fixed some crashes happening when assigning materials to an object by drag&drop
- Added "Editor" action in GameMachine
- "Draw Paths" debug information added when selecting "Helpers" in SceneViewport
- Bugfix: Forbidden areas normals computation. Now their versus is always outside from area.
- Bugfix: ShowSelected in the GUIEditor is reset when update GUI.
- Added new ObjectIsVisible action
- Added HitPower as ouput parameter of GetHitInfo action (useful for retrieving the damage strength of an HIT, from, for example a projectile)
- Added AwakeObject action in GameMachine
- Now PLAY_CUTSCENE / STOP_CUTSCENE and PAUSE_CUTSCENE events are snet to all active objects. STOP_CUTSCENE event is sent to all active objects when Current cutscene finishes playing.
- Changed parameters "scriptParams" and "fsmParams" formatting. Now script and FSM parameters are separated by ":" symbol instead of ","
- BUG FIXED: Crash when exporting a scene asset containing cutscenes inside
- BUG FIXED: Crash when exporting a scene asset containing tracks but not rivers
- Recompiled in Visual Studio 2015
- Added new browser mode "without Folders"
- Bug Fixed: In some cases Animation channel blending masks don't work properly
- Bug Fixed: vehicle box collision dimesions in prefab viewport don't match dimension in scene viewport
- Bug Fixed: Sphere shape dimensions in PrefabViewport don't match sphere shape dimensions in SceneViewport
- Bug Fixed: Material mask isn't loaded when using texture browser dialog
- Added new options (removeDummyBones,findInvalidData,findDegenerates,limitBoneWeight,validateDataStructure) in importers
- Added two color (red and white) to boolean buttons (for better recognizing true and flase states)
- New assets naming when importing extended from animations to all other asset types.
- Bug Fixed: some animations from Blender aren't imported due to their names.
- Now importers store their options in order to keep them when restarting
- FBX importer updated: Now it works better