ShiVa 1.7



--- HIGHLIGHTS ---

- Live preview for Particles, Trails, Materials and HUDs
- XML API
- Layer and camera management in SceneViewer
- Full light-mapping control: import, export and use provided uv2 for ShiVa lightmap computation

- New texture format for optimized streaming: DDZ
- Particle collision and rotation
- Fresnel-driven opacity and color ( backlight )
- Generalized effect intensity factor
- Scene merge ( ADVANCED only )
- Global GUI improvements (stability, usability and graphics)

--- AIModelEditor ---

- AIVariable dialog now has 6 decimals instead of 3
- Up/down in tables and hashtable variable creation/editing
- Search in all script
- Fix some issues in variables design view
- Compile all AIs
- Boolean and table override was broken

--- Ambience Editor ---

- Calculations do not take emissive into account
- Uses the lightmap UVs provided
- Bugs in ambient occlusion computation with distance attenuation
- Ambient occlusion now uses subsampling for diffused lighting
- Prelight compiler now has a cancel button
- Ambient occlusion compiler progress display is now easier to understand
- Ambient occlusion amount parameter
- Light flags now correctly handled in prelight computations
- Fixed some crashes at lightmap compilation time

--- AnimBank Editor ---

- Multiple drag-and-drop of AnimClip in AnimBanks

--- AnimClip Editor ---

- Multi-selection support on 'remove channels'
- magnetic slider
- Lots of other bug fixes and improvements
- Fix issues on fit and scrolling curves
- Fix some track operation issues
- Scale keys can now be set in percent

--- Attributes Editor ---

- Particles and/or trails can now be removed or added directly
- Sensors can now be removed separately
- Dynamics controller shape parameters are now in the roll-up instead of inside a popup dialog
- The 'use dynamics' option is now checked by default
- The light 'affect terrain' option was not working properly
- AIModels can now be added by DND
- Sensor shape parameters are now in the roll-up instead of inside a popup dialog
- Fit box sensor to bounding box at creation
- Translation and rotation are now disabled in model mode
- Shear is now saved
- Dynamics: fit shape to the mesh bounding box

--- DataExplorer ---

- Enable Post-Render Effects option was not working (inverted) in export options
- DDS textures import (scene, model)
- The synchronizer handles .. in XP 64 bits
- Mobile export fixes when a texture is too large
- New, stabler and faster thumbnail system with anti-aliasing, and compatible with parallels
- Recent use: scrollbar fixed
- You can now auto tag objects while importing as scene
- Import model no longer imports camera, light and other unwanted helpers ...
- Create > Model > Billboard
- Export stand-alone option: EULA
- Export stand-alone option: custom script

--- Engine ---

- HUD ZOrder problems fixed
- HUD clicks are now fully compliant with ellipsoid shapes
- Input keys handling: numbers
- Local planar texgen
- Handling of UV2 + Color in DirectX
- Improvement of HashTables
- Music now stopped correctly when changing scene
- Improvement of environment saving
- Bug in sensor bounding box computation (box sensors with offset and rotated)
- Sensor engine optimization
- Upward-facing particles option (for water splashes or spells)
- Improved raycast on colliders and terrain
- 'Die on collision' option for particles
- Normalization of audio recording
- cache for timeout resources
- DDZ texture support
- Removed limitation of max 65535 keyframes in AnimClips
- Scene size improvements
- TRS update bug when the camera is child of a group with other child objects: only the camera TRS was updated
- onActivate cannot now be called before onInit
- Corrected a hardware occlusion bug in a particular case
- Saturation and Levels PRE were giving incorrect colors on Direct3D codepath
- Lower engine memory consumption on iPhone
- 'Repeat' and 'until' keywords are no longer considered errors
- Render maps are no longer updated if the linked camera is hidden with object.setVisible
- Warning for textures with a width or height of less than 8 (nvidia drivers do not like these)
- Corrected a rendering bug with Trails in UV wrap mode
- Latest ODE release
- Fixed a problem with particle bounding box updates when using object transform
- Fixed a bug in the bounding box update of in-group sensors when using local offset
- Fixed a bug with height fog on some nVidia cards/drivers
- fixed bug in navigation.enableNodesInBox
- Corrected a BB update bug when 'Inherit Parent Scale' is checked and not 'Translation influenced by parent XXX'
- Bspheres are drawn with a different color than bboxes
- Movie playback progress gives a correct value when end of the stream is reached.
- Screenshot now works correctly in DirectX

--- GameEditor ---

- Fixes in environment variable creation

--- General ---

- Better-looking project list
- In the 'about' dialog, the key was 4x4 instead of 5x4
- There was a 1-hour difference between ShiVa and the system
- DefaultFont looks better
- ComboBoxes had focus problems
- Some resources were shown multiple times in the 'save resources' dialog box
- Corrected a major bug with play/pause toolbar buttons
- Reduced combobox flickering
- Reduced rotation approximation errors (89.933 instead of 90.000)
- Close All in All modules
- A warning is now displayed if a file cannot be written.

--- HudEditor ---

- Carriage return handled in text field
- The Save menu was not enabled when changing the Timer Tick

--- Import ---

- Maya animation import improvements (again)
- Blender import improvements
- STE import was not overwriting scenes
- Object auto tag feature with prefix
- Normals generated automatically if none provided
- Better animation frame time import
- If a texture is in the ambient slot, it will be imported as effect map 1, with the modulate effect
- Convert textures from 8 bits to 24 bits
- Resize textures less than 8x8 px
- Convert 32-bit textures with an alpha equal to 255 to 24 bits

--- Material Editor ---

- Batch processing: new 'advanced effect' added for back light and fresnel opacity (ADVANCED only)

--- NavMeshEditor ---

- Copy/paste from one scene to another
- Navmesh computation on terrain chunks works now even when far from the chunk
- Fixed a bug in NavMesh generation (when using multiple levels)

--- Particle editor ---

- It is now possible to open multiple particle systems

--- Polygon trail editor ---

- It is now possible to open multiple trails

--- Scene Explorer ---

- Up and down arrows fixes
- Optimized for large scenes
- Shift click on a filter icon: select only that filter and remove other ones

--- SceneViewer ---

- Multi-selection improvements
- Multi-selection-friendly Material assignment (with drag and drop)
- Ctrl A no longer selects active camera and hidden objects
- Corrected an overwrite problem with 'save as model'
- Screenshooter: high definition support
- Editor helpers now hidden during screenshot generation
- In model mode, the camera location uses the model as reference
- Pressing left and right mouse buttons now has the same effect as pressing the center button.
- Runtime view mode, without editiing tools
- You can now drag-and-drop Animclips and sounds on selected objects to create an AnimBank or SoundBank.
- Create AnimBank / AIModel / etc. when no AnimBank / AIModel / etc. is bound
- Laptop key bindings for camera control (ALT + Z, E or R)
- Gravity tool fixed
- Animation was not played in Gouraud and Wireframe modes
- Post-render effects are now disabled in Gouraud and Wireframe modes
- Paint: smaller brush size
- Toolbar for quick access

--- ScriptEditor ---

- Precompiler was reading code inside large comments
- Line numbers are now correct when a compilation error is detected
- Comments in system handlers

--- Scripting ---

- hud.enableListMouseWheelHandling
- hud.getComponentScreenSpaceCenter, hud.getComponentScreenSpaceTopLeftCorner, hud.getComponentScreenSpaceTopRightCorner
- hud.getComponentScreenSpaceBottomLeftCorner, hud.getComponentScreenSpaceBottomRightCorner
- hud.getComponentAt, hud.getActionAt, hud.getTimerAt
- hud.setComponentShapeRoundRectangleCornerRadius
- hud.setComponentBackgroundImageUVOffset & hud.setComponentBackgroundImageUVScale & hud.setComponentBackgroundImageAddressingMode
- hud.kAddressingModeClamp & hud.kAddressingModeRepeat
- hud.setListTextLeftMargin and hud.setListTextRightMargin were not working
- hud.getComponentAtPoint
- hud.enableListSingleSelectionToggling
- hud.setComponentIgnoredByMouse

- scene.setTerrainVegetationLayerMaxVisibleInstances et scene.setTerrainLODSwitchThreshold
- scene.getFirstHitColliderWithID
- scene.setBackgroundTextureUVOffset, scene.setBackgroundTextureUVScale, scene.setBackgroundTextureAddressingMode
- scene.sendEventToAllUsers

- sound.getName

- object.getHashCode
- object.enableDistanceClipping, object.setDistanceClippingThresholds and object.setDistanceClippingFadeTime

- shape.getMeshName, shape.getMeshTriangleCount, shape.getMeshVertexCount and shape.getSkeletonName
- shape.setMeshSubsetMaterialEffectMap0AdditionalUVRotation and shape.setMeshSubsetMaterialEffectMap1AdditionalUVRotation
- shape.overrideMeshSubsetMaterialEffectIntensity
- shape.getMeshSubsetMaterialName

- input.kKeyDelete, input.kKeyBackspace, input.kKeyLAlt, and input.kKeyRAlt

- animation.matchPlaybackCursor
- animation.setPlaybackIgnoreNotAnimatedChannels

- microphone.setRecordingQuality ( 0..1 )

- math.gaussianRandom
- math.trunc, math.roundToNearestInteger, math.roundToNearestPowerOfTwo

- application.saveCurrentUserScreenAsTexture
- application.getCurrentUserViewportWidth and application.getCurrentUserViewportHeight
- application.getCurrentUserSceneTaggedObject
- application.getName
- application.setCurrentUserEnvironmentURL, application.getCurrentUserEnvironmentURL

- cache.getFileSendStatus

- system.getOSVersion, system.getDeviceModel, system.getDeviceUniqueIdentifier, system.getDeviceName
- system.getOSLanguage

- camera.isSphereInFrustum

- hashtable.getKeyAt and hashtable.getAt

- dynamics.destroyJoint

- table.reserve

- network.setCurrentServer can now handle IP

--- Terrain Editor ---

- Functions to remove all textures/lightmap
- Random vegetation generation was per layer, resulting in repeating effect
- It is now possible to choose production texture resolution
- New integrated UI
- Road width
- Export streamable textures
- Optimized generation when using roads
- Minimap

--- Misc ---

- Automatic particle BBox (using random sampling points and smoothed BBox changes)
- Multi-threaded particles