Engine5.10
An Important update, to counter a series of game breaking issues caused be changing engine state during the middle of sprite updates and collision processing. You will need to update your engine to 5.10 and also if you change game mode in any sprite update, collision handler you will need to call engineM.CancelAllUpdateLogic(), to ensure that processing is halted. You also need to add engineM.CancelAllUpdateLogic() as the first line in FlushAllItems();
Bugs fixed in this release
==========================
Bin001: Changing world size from within a collision handler then effects other collisions still being processed. This is an instance of the game breaking bug describe above.
changes in this release
=======================
Some architecural changes are on-going that will add some flexability to various items.
==============
EngineManager
==============
Altered bin display selection to make it fit with other engine debug settings.
CancelAllUpdateLogic() - added, stops engine comitting to update and collision logic, use when switching modes.
CancelCollisionProcessing() - added, stops the engine working on further collision when you change mode.
Monday, 14 February 2011
Thursday, 10 February 2011
Engine 5.09 released
Engine5.09
Bugs fixed in this release
==========================
TrackHelper002 - Z value not being set for last point of SineWaveSimple or SineWaveComplex, so left at zero
TrackManager:003 - Ignored direction when picking up start position and also related to TrackManager002
TrackManager:002 - miss set an underlying floating point track tracking variable.
changes in this release
=======================
Some architecural changes are on-going that will add some flexability.
==============
EngineManager
==============
Changes to track display system to make it more flexible
============
TrackManager
============
TravelledCountSet() - added, lets you reset or set the number of tracks travelled, this can be used for loop counting so actions can be scripted
AtPhysicalStart - added, lets you know if you are at the first position along a track used for scripting stuff
AtPhysicalEnd -added, lets you know if you are the the last position along a track.
The following are in place but not fully implemented - please do not use yet
---------------------------------------------------------------------
AutoShowHide - added, attempts to show and hide the currently used tracks
ShowCurrent() - added, attempts to show the currently used track
Show() - added, attempts to show a specific numbered track of the sprite
Hide() -added, attempts to hide a specific numbered track for the particular sprite
HideCurrent() - added, attempts to hide the current track being used
TextureProcessor
GetOutlinePixelMap - added (not fully functional yet), creates an outline for the rectangle given on a texture, this can then be used to feed back into the TextureProcessor to build a glow outline
Bugs fixed in this release
==========================
TrackHelper002 - Z value not being set for last point of SineWaveSimple or SineWaveComplex, so left at zero
TrackManager:003 - Ignored direction when picking up start position and also related to TrackManager002
TrackManager:002 - miss set an underlying floating point track tracking variable.
changes in this release
=======================
Some architecural changes are on-going that will add some flexability.
==============
EngineManager
==============
Changes to track display system to make it more flexible
============
TrackManager
============
TravelledCountSet() - added, lets you reset or set the number of tracks travelled, this can be used for loop counting so actions can be scripted
AtPhysicalStart - added, lets you know if you are at the first position along a track used for scripting stuff
AtPhysicalEnd -added, lets you know if you are the the last position along a track.
The following are in place but not fully implemented - please do not use yet
---------------------------------------------------------------------
AutoShowHide - added, attempts to show and hide the currently used tracks
ShowCurrent() - added, attempts to show the currently used track
Show() - added, attempts to show a specific numbered track of the sprite
Hide() -added, attempts to hide a specific numbered track for the particular sprite
HideCurrent() - added, attempts to hide the current track being used
TextureProcessor
GetOutlinePixelMap - added (not fully functional yet), creates an outline for the rectangle given on a texture, this can then be used to feed back into the TextureProcessor to build a glow outline
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