Thursday, 10 December 2009

Engine3.11 released

Expect more changes to come quickly to start with as bugs are found.

Major update affecting Layers (still need to sort out TileSheet001 - fix coming soon) + need to add layer alignment to help take advantage of new cool stuff and also the rotation origin needs some work as when scaling it has potentially undesirable effects. (As I'm typing an idea that might work came into my head - it'll might make it into the next release).

This version will be live by 9 AM 11th December 2009
Template will be updated accordingly and so will the dll and xml files on the student shared game programming resources folder

Bugs fixed in this release
==========================
Sprite001: relaxed HistorySampleRate it can be much higher now, see below:

EngineManager005: sorted out Engine Debug output so it only shows items requested (not bin and collision stuff always)


Changes in this release
=======================

EngineManager
-------------
added - scale, rotation and rotation centre information to layer debug output

removed - RebuildLayerBatches(), re-worked the LayerManager to automatically run this for you

adjusted - SpriteDebug.Track now displays track index as well as track name


TileSheet
------------
added - CreateMatrix, if set to true the TileSheet will create a rotation and scaling matrix for you based on RotationOrigin, ScaleFactor and RotationAngle

added - RotationAngle, lets you set the rotation angle of the Tilesheet

added - ScaleFactor, allows you to specify the scaling of the Tilesheet (extra tiles are dropped or drawn accordingly)

added - RotationOrigin, this will work in conjuction with the above

added - DisplayMatrix, this allows you to manually specify a matrix for scaling and rotation of the layer



Sprite
---------
adjusted - HistorySampleRate, was clamped at 0.02 (50 times a second) reduced the clamp to 0.0005 (2000 times a second) can't reach this as game won't run that first.


TrackManager
------------
added - TrackCurrent, allows you to get or set the current track being travelled, use with extreme caution. You should let the TrackManager deal with the tracks, but this may be useful for advanced track work beyond the engines ability.


VideoManager
------------
added - VideoManager(), creates a video manager with the video content specified

added - PlayVideoOnce(), plays a video previously associated with the videomanager once only

added - PlayVideoLoop(), plays a video previously associated with the videomanager forever

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