Internal |
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1178874 - 1186944 + 1187474, 1187694, 1187715 |
Info |
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Released 17th October, 2014 |
Tip |
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Make sure you visit the GameCode documentation which has been updated here: Getting Started with Game Code. And also the ATL for Programmers article for updated information on Audio programming. |
Note |
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Remember to delete 'loose' SDK content if you've extracted pak files into your build! Otherwise that old loose content will override the new content inside the pak files. |
Editor
- New: (Flowgraph) Added 'OnSprintStaminaChanged' to ActorSensor flownode.
- New: (Flowgraph) Added surfacetype to phys raycast fg nodes (CE-4550).
- New: (Flowgraph) Output weapon firemode name (string) from WeaponSensor node.
- New: (Layer Editor) Extra layer control buttons to allow easy enable/disable of layers (CE-3960).
- New: Added "Convert to GameVolume" function to allow conversion of shapes (watervolumes) into GameVolumes (CE-1739).
- Fixed: (LODGen) Crash when you click Generate LOD Chain (CE-2928).
- Fixed: (LODGen) Crash when mesh contains sub-objects (CE-4566).
- Fixed: (Terrain) 'Sync Radius for all Types' checkbox in terrain editor not syncing radiuses right away (CE-4289).
- Fixed: (Particle Editor) Enabling & disabling effects properly updates emitters. Reverted previous change that retained containers of disabled effects. Disabling and re-enabling all sub-effects now properly restarts existing emitters. Fixed minor update bug with attached geometry.
- Fixed: (Flowgraph) Fixed comment box moving down on undo and import (CE-4608).
- Fixed: Entering game mode after creating a new level with AI/Physics enabled causes a crash (CE-4705).
- Fixed: Reset cloth on game mode switches (CE-2952).
- Fixed: Flowgraph and ModularBehaviorTree Editor are not overriding HyperGraphs CanConnectPorts method anymore (CE-4614).
- Fixed: Memory leak on level loading (CE-4447).
- Fixed: Fixed wind area entity icon disappearing when not active (CE-2720).
- Fixed: GeomCache file dialog pointing to incorrect folder location.
- Fixed: TOD value could be set to minus (enabled CTimelineCtrl range checking) (CE-4401).
- Fixed: Vehicle Editor save functions.
- Fixed: Comment entity now also shows if it's linked to another entity (CE-3926).
- Fixed: Made "reload geometry" re-physicalize everything (CE-73).
- Optimized: (FlashUI) reworked flash UI flownodes.
- Optimized: Tweaked GameVolume script so that default colors aren't purple. Increased default fog density. Added description text to AwakeAreaWhenMoving param.
- Optimized: Uniformed default settings for fogcolor, density and multiplier for Rivers, WaterVolumes and GameVolumes.
- Optimized: Narrowed the arrow shape for Debug:draw:direction flownode (CE-4480).
Audio
- New: EntityAudioProxies now handle any number of AudioProxies.
- New: Added CryAudioCommon project for the header files shared between the ATL and AudioSystemImplementations.
- Optimized: Minor audio code formatting and audio logging cleanup.
- Optimized: ATL debug name store is now only present in non-release builds.
- Optimized: Update docomatic configuration to include CrySoundSystem/Common files. Updated docs coming shortly!
- Optimized: Added summary descriptions to the CryAudioCommon headers, small changes and fixes for the existing docs.
- Optimized: Updated library path for Wwise v2014.1 build 5158.
Engine
- New: (Tools) Add peak time to statoscope frame profiler.
- New: (CryExporter 3dsMax) Added button Select in Viewport to select items directly from export list (CE-4213).
- New: Support for geom cache physics interactions.
- Fixed: (RC Maya Exporter Collada) Exporting scene as Z-Up only; emulating proper SceneRoot node when it doesn't exist in an Y-Up scene.
- Fixed: (Maya Exporter) Check for duplicate export names now correctly ignores names of the meshes inside of groups (names of such meshes do not produce export names).
- Fixed: (Physics) Clear constraint mask on entity hiding to prevent crash (CE-4607).
- Fixed: (ScriptSystem) IScriptTable::GetValue() returned a dangling pointer when passed a null IScriptTable pointer (CE-4629)
- Fixed: Memleak with non-uniform scaled phys geoms (CE-4610).
- Fixed: Speed scale not working in AnimGeomCacheNode.
- Fixed: (Build) Fixed an issue where Visual Studio 2012 Express edition failed to compile x64 targets because it attempts to use a non-existent toolchain. Now correctly falls back to the installed toolchain.
- Optimized: Remove CPU estimated clockspeed measurement completely. Speeds up boot time significantly.
Rendering
- Fixed: (Particles) Crashes in particle sorting (CE-3931). Sorting array now at least as big as particle count, plus over-estimated emissions for current frame. Fixed memory error caused by expired parent particles.
- Fixed: Crash during level switch, invalidated shadowFrustum (CE-4544).
- Fixed: VolumeObject shader: Fixed numSamples if statement. Fixed Jittering param not being toggleable.
- Fixed: Wrong PostAA velocity texture target.
- Fixed: Ambient lights not writing specular in some cases (CE-4611).
Assets
Info |
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Several new example facial animations have been added (Animations/human/male/facial/) however some issues relating to ladders/vehicles have been discovered because of this new setup and will be resolved ASAP. |
- New: (Audio) Added bush and leaves rustling loop events and assets to physics project.
- New: Added explosions for all SDK vehicles and implemented in Wwise and Editor.
- New: Added example facial animations. Added new head_a with face anim setup. Renamed existing head_a to head_noanim. Added head_a max file. Updated skeleton FXL file.
- New: Geomcache example brickwall with instancing.
- New: Added Stamina bar on HUD.
- New: Added explosion placeholder to forcefeedback xml.
- New: Added new campfire pfx where the smoke reacts to wind resistance.
- New: Added 3p/Sounds ADBs for Grenade/Shotgun.
- New: Shotgun: Added idle_break fragments. Fixed up several wrong animations. Removed some unneeded proc clips. Fixed ironsights. Added forcefeedback and weapon_lowering fragments.
- Fixed: (UIActions) Fixed Radar/minimap not working. Get being called before resolution information received. Simplified setup.
- Fixed: gotoAndStop error appearing when entering game mode (CE-4656).
- Fixed: Wrong Shotgun model being used in 3p (CE-4540).
- Fixed: Explosion entity sends correct explosiontype (CE-4524)
- Fixed: Added aimAnims block to Shotgun XML to prevent first-spawn issue with Shotgun (CE-4536).
- Fixed: Fixed boat explosion reflection artifacts. Switched from Additive to Alpha Based blend type (CE-2545). Removed tiny smoke particle not visible.
- Optimized: (UIActions) Tidied HUD_3D FG layout. No logic change.
- Optimized: Updated Mannequin setups. All weapons now using main 'item' tag instead of itemClass 'weaponType' tag (rifle -> SDKRifle).
- Optimized: Renamed "Grenade" to "SDKGrenade" to match existing weapon setups. Updated tag in weapon script. Renamed "expl" tag to "grenade". Added grenade to 3p context.
- Optimized: Updated the Abrams main cannon pfx (tank125) = fixed. Also removed the excessive glow on the tracer for the tank cannon.
- Optimized: Cleaned up MaterialFX flowgraphs (CE-4638).
- Optimized: Split out FFEvents to separate ADB for Shotgun to match other weapon setups.
- Optimized: Moved all distance based attenuation logic for waterfall_ambiences inside of blend tracks.