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CryENGINE 3 Free SDK – Build 6289 Changelog

Released February 1st, 2013

 

Fixed
  • PlayerRotation WriteLockCond
  • Selecting objects behind a frozen Group is buggy
  • Fixed crash when HMMWV blows up
  • Problem with cylinder-box unprojection with certain alignments
  • Fixed particles orientation
  • Potential crash if SmartObjectManager is already deleted (VehicleSeatActionWeapons)
  • Misc fixes: printf errors, divide by 0
  • Fixed bitmask overflows
  • Fixed Save Game Warning
  • CryLight skin: Menu check marks do not show
  • Crash on levelreload if Model3DHud was still active
  • UI: Don't block input if element is fading
  • Fixed crash on exit by preventing duplicate D3DSurface frees. Fixed a couple of other on-exit errors
  • Incorrect lod choosing for multi-mesh static objects
  • Fixed and greatly improved particle target motion: no longer applies velocity twice; target orbit fraction computed from particle start age; radial motion properly separated from orbital motion; faster average radius for angular velocity computation
  • MaxCryExport: disabling skin/skel extensions, integrated solution configurations for Max2013
  • ShapeDeformations not existing were causing a crash on loading an object with morphs
  • Always reset empty and alloc chunks if we remove the last one in FixedAllocator
  • Fixed invalid packet structure when there are no joints
  • Fixed bug with Material Editor and TOD dialog being resizable to almost nothing, minimum now 400x300
  • Fixed physics debug draw checkbox in rendering panel not enabling
  • EntityObject now sets correct world-space SRendParams.fDistance (using BB radius for size)
  • Qhull 64bit issue
  • Decals on characters (changed decal bbox debug color to red, proper decal spawning on skinned attachments, cleaned up CreateDecalsOnInstance code)
  • Box-cylinder unprojection issue
  • Much better precision on MoveRelative feature, prevents particle drift
  • Force state change to FallAndPlay when an actor falls
  • Dedicated Server support for custom GameDLL names (would crash otherwise)
  • Adding entityClass name to the NavigationAreaObject (It also appears as type in the list of the objets available in the level)
  • Fixed Normalize-0 error for vertical camera angles
  • If gamerules don't exist default to DeathMatch
  • Wrong cloning of LogicOnce nodes
  • Fixed rocketlauncher not spawning impact decal material. Commented out decal/pfx code in ammo scripts
  • The sphere physics primitive is now correctly voxelized. Added support for the capsule voxelization
  • Wrong deallocation if it is the last chunk in FixedAllocator
  • BST Editor wouldn't reload properly due to missing registration
  • Potential crash if the SmartObjectManager doesn't exist anymore (VehicleDamageBehaviorBurn)
  • Wrong use of decal texture on Mine Entity (deprecated feature)
  • Cylinder-cylinder contact normal issue
  • Wrongly setting entity slot when setting the particle emitter (breaks spawning at random render geometry locations if particle emitter is not linked to another entity)
  • Pain sounds not working with new localization system
  • Cheat protected sound CVars error
  • Don't fill UI stack on disabled and invalid UI actions
  • Sanity check in UIActions


Optimization

  • Particle stats gathering optimisation and consolidation, 200 lines less code. No longer allocate stats in CParticleEffect; collect dynamically in map
  • Removed some obsolete negative-age particle code
  • Brush object no collision switching
  • Accurate frustum culling for particles, 60% more particles culled than cone culling, approx same speed
  • Change the default Editor helpers icon size from 1 -> 0.5
  • Removed complex XML cache in CParticleEffect; now load all effects in lib, and delete unused on level start, saves even more memory
  • Small buoyancy tweaks for rigid entities


Tweak

  • Disabled force feedback in system.cfg, not needed during development
  • Removed wrong assert in CreateSound
  • Refactored stereoscopic window to fit properly in the rollupbar
  • Increased default min fall angle to 70 degrees
  • Removed disabling of geometry instancing in system cfg
  • Added warning for levels with spaces in name. Added warning for heightmaps larger than 4096. Fixed fault with tools configuration dialog cutting off text
  • Default LAN port is now 64090
  • Move change texture sector resolution button from Terrain texture painter to Import/Export terrain texture dialog
  • Lowered min aniso filter to 4, added min aniso 8 to sys_spec 4, added max aniso 16 to all spec
  • Updated Splashscreen
  • Unique names for prefabs based on the library name and not the typename only
  • Tweaked Texture Generation Tool to give cleaner, less cluttered interface. High quality checked by default


New Feature

  • Glowpass: Add Tessellation support
  • Added option to render params FG that entities in slot 0 can be rendered nearest
  • Deferred snow entity (with deferred snow blending and snow fall effects)
  • Added menu entry to character editor for reloading the animation list manually if desired
  • Vehicles now respond to friction of surface
  • Persistent debug draw of OBB's and AABB's
  • Added particle fill stat and sort mode to PerfHud ParticleWidget
  • Added plane restrictions to character ropes
  • Bending support for entities and brushes
  • Define lobby port from command line for multiple server instances
  • New snowfall texture sheet for snow entities and falling snow
  • Ropes aren't assigned to a category
  • Material Editor: Reset material to read-only defaults
  • Refactored and generalised particle emission offsets, replacing PosRandomOffset scalar with Roundness fraction. Can now spawn in line, rect, box, ellipse, capsule, ellipsoid shapes
  • Added bEmitOffsetDir option
  • Mousewheel supported for scaleform
  • Added flownode to launch projectiles in the world
  • Changed flownode to check for whitespaces
  • Screen-space displacement for snow + sprite/particle based snow fall
  • Added the new sdk_player to the lua to use him as a player chr.
  • Added RainDropSpeed variable and fucntion to rain entity and exposed said function to flow graph
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