binstream Posted March 10, 2011 Posted March 10, 2011 Render: * Terrain has been migrated from strips to simple triangles, from now on it supports hardware tessellation (only in DirectX 11 and OpenGL 4.0). * Added a sample with terrain smoothed via hardware tessellation: data/samples/objects/terrain_01. * Added distance-based gradual projection fading for decals. * Added a sample with omni-directional decals: data/samples/decals/omni_00. * Decals use their own 'two-sided' setting during projection rather than material one. * Skinned meshes can be rendered into the velocity buffer for motion blur. * Added a sample with translucent lightmaps: data/samples/lights/lightmap_01. Tools: * Fixed skinned mesh export in Maya plugins. * Lightmapping tool inside of the UnigineEditor currently factors in light masks, shadow flags, two-sided option and translucence. * Fixed clamp/level feature in NormalMapper. * MeshViewer now shows the number of active bones in a selected surface. * Added light and viewport masks for decals into UnigineEditor. * Fixed OBJ files loading in Terrain tool. Other: * Fixed splash screens called within init()/shutdown() functions in the system script. * WorldTransform has acquired new functions that allow to directly access its spline. * Added support of PPM P2/P3 image file formats. * Fixed the disappearance of wheels connected by JointWheel. * Fixed the error after multiple calls of WorldTransform::play(). * Various WorldExpression bugfixes. * Fixed WidgetFlash positioning. * Added cross() for ivec3 in UnigineScript. * Added support of button events in Flash (onRelease, onPress etc). Documentation: * Added info on Flash usage. * Updated UnigineScript library documentation. * Updated info on core math, data types and operators in UnigineScript. PS: Mac OS X support is on the way. Download links Source version: * Windows installer * ZIP archive (includes Linux binaries) Binary version: * Windows installer * ZIP archive (includes Linux binaries) Tools pack can be downloaded from "Downloads" section of the portal: https://developer.unigine.com/fileserver/list/Tools
steve3d Posted March 11, 2011 Posted March 11, 2011 a little bug? every launch of main_x64.exe and load the editor, there will be a extern_info.h generated with in main_x64.exe's directory. this might be useful, because the file contains all variables function, classes, almost everything in interpreter...
steve3d Posted March 11, 2011 Posted March 11, 2011 Got it, the file was generated by core/scripts/system.h, because the file defined EXPORT_EXTERN, so the script will always generate a file called extern_info.h
binstream Posted March 11, 2011 Author Posted March 11, 2011 a little bug? every launch of main_x64.exe and load the editor, there will be a extern_info.h generated with in main_x64.exe's directory. this might be useful, because the file contains all variables function, classes, almost everything in interpreter... I forgot to disable it, sorry. We use this file internally for semi-automatic UnigineScript documentation merging.
steve3d Posted March 11, 2011 Posted March 11, 2011 knowing this is a good thing, because we can use it in our own editor for script auto-completion. right :mellow: :( I've disabled it in my build.
binstream Posted March 11, 2011 Author Posted March 11, 2011 knowing this is a good thing, because we can use it in our own editor for script auto-completion. right :mellow: :( Hmm, that's an interesting idea.
eugene.litvinov Posted March 11, 2011 Posted March 11, 2011 knowing this is a good thing, because we can use it in our own editor for script auto-completion. right :) :lol: I've disabled it in my build. Very useful file :) I added it in Eclipse project's global includes and all Unigine classes now have code auto-complete - I dreamed about this feature from start using Unigine :)
danni.coy Posted July 8, 2011 Posted July 8, 2011 Could I get a copy of this file... I figured out how to use this in any editor. #if ndef SKIP_BUILTINS #include <..../extern_info.h> #endif then you have to add -extern_define SKIP_BUILTINS to your launcher script.
binstream Posted July 8, 2011 Author Posted July 8, 2011 Uncomment the following: //#define EXPORT_EXTERN in data/core/scripts/system.h and launch the engine: it will generate the requested file.
danni.coy Posted July 8, 2011 Posted July 8, 2011 Uncomment the following: //#define EXPORT_EXTERN in data/core/scripts/system.h and launch the engine: it will generate the requested file. Thankyou :(
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