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CryENGINE 3 Free SDK — средство создания своих собственных игр на движке CryENGINE 3 с нуля.
CryENGINE 3 Free SDK — средство создания своих собственных игр на движке CryENGINE 3 с нуля.
-
== Изменения в версии 3.3.7 (1.1, сборка 2572) ==
+
== Изменения в версии 3.4.0 (билд 3696) ==
 +
* Refactored UI game events
 +
* Added new UIGameEvent class (moved functions from UIActionEvents to this class)
 +
* New interface for auto registering to UIManager
 +
* Continuous update is not automatically paused/restored when filtering/restoring the visible objects inside sandbox. Pausing the continuous update also when jumping into game in Sandbox.
 +
* Include node indices in navigation graph debug draw
 +
* DX11 CBuffer Downscale Improvements + fixes
 +
* Make sure vehicles can use the Multi-layer Navigation
 +
* Added Overwrite All button to checkout dialog
 +
* Added FG node to catch and trigger upon animation events set up in character editor
 +
* Changed UIEventSystems of old game dll to use new event dispatchers
 +
* HUD3D use correct offsets for different resolutions
 +
* Now correctly set the alpha for glass phys fragments.
 +
* Added variable stable fragment size to glass, meaning smaller pieces can stick nearer edges.
 +
* Coloured glass particle effects to match glass material (Off by default).
 +
* Enabled glass cvars in release builds.
 +
* Fixing EngineAssets location
 +
* Add icon and version number to remote shader compiler
 +
* Remove some obsolete shaders from the shader list
 +
* Gamma changes now respect window focus in Dx10/11 (As per Dx9 in DeviceLost state).
 +
* Support for non-uniform phys scaling (clone-based)
 +
* Set the web server port for the Remote Shader Compiler
 +
* Re-added EF_Query( EFQ_D3DDevic )
 +
* FrameProfileSystem now displays frame time, lost time, and overhead with same averaging method as profile entries.
 +
* Time of Day: added serialization of key flags for splines
 +
* Sandbox, Time of Day: added toolbar for Spline editor, dockable frames.
 +
* Added "Reverse" to MaterialEffect particle hit direction options.
 +
* Add GeometryBeam inside the Sandbox shader list
 +
* Remote Shader Compiler to VS2010
 +
* Set ai_MNMEditorBackgroundUpdate to 1 by default
 +
* Shadowpool caching support, blockpacker usage fixed
 +
* Being able to choose an entity class category from within Lua scripts and external entity class handlers used inside the Editor, instead of always putting them into "Default"
 +
* Added callback to handle glass system cvar changes. Tidies up the temp crash fix.
 +
* Enabled the new glass system by default when in multiplayer.
 +
* Implements the light animation by (ab)using the light node in the movie system.
 +
* Adds position/rotation animation support to the light animation system.
 +
* Makes it possible to scrub a light animation through the regular TrackView interface.
 +
* Move more textures to Engine\EngineAssets
 +
* Lua debugger GUI improvements
 +
* Added GameScript projects to GameCodeOnly solutions
 +
* Implements the film curve preview in the Time Of Day dialog.
 +
* New UIEvent receiver and sender helpers for variable args and arg count
 +
* Some helper functions for easier UIEventDesc creation
 +
* Allow to use Vec3 as type for UIEvent FlowNode ports
 +
* Rework TemplBeamProc 1. Dust 2. Air Turbulence 3. Volumetric Shadows
 +
* Re-add start and end colors
 +
* Simple tool to check flags
 +
* New glass shader featuring: Improved lighting consistency. Support for opaque layer, tint color map, alphatest shadows using opaque map, blurred refraction (High end only). Removed support for alphablended non-refractive glass. Tidied up legacy code.
 +
* Glass Shader: Added diffuse multiplier to vertex alpha.
 +
* Glass Shader: Added global opacity multiplier.
 +
* Enable geometry instancing by default
 +
* Changed UIEventSystems to use new easier style (new game dll first)
 +
* Improve default values for film curve tod settings
 +
* Add MotionBuilder 2012 exporter to be built in the tools solution file
 +
* Updated UpdateCryGameScriptsProject
 +
* HUD3d position C2 calculation
 +
* Database Save button now enabled/disabled depending on count of modified libraries.
 +
* Added cvar to define if _mp should be auto added to sound files on mp
 +
* Enhanced particle MaterialEffects, allowing direction type to be specified per-effect, same as other effect modifiers. Compatible with ealier XML that specifies it per group.
 +
* Allow lazy updates for flash elements
 +
* Allow to override dyn tex with from uielement
 +
* Only render uielelemnt to dyn tex if needed (with lazy render flag)
 +
* Optimizations:
 +
* Removed useless GUID info from ParticleEffects.
 +
* Resizing and "Look & Feel" of the solid panel
 +
* Perf improvements to glass triangle hashing loop.
 +
* Saving of ~300 bytes per glass RN by removal of temp vars and class restructuring.
 +
* Swapped a large continuous glass array for a smaller cyclic one. Up to 40kb PC and 10kb consoles saved.
 +
* Glass impact decal params are now only calculated once instead of every frame.
 +
* Using CTRL + Middle Mouse to add/remove a flowgraph breakpoint
 +
* ITimer and FrameProfile systems now consistently use CryGetTicks(), replacing runtime tests and function pointers.
 +
* Removed unused members in ProfilerInfo.
 +
* Added state to SParticleUpdateContext to reduce repeated computations.
 +
* Integration of multi-particle ParticleEmitter.EmitParticles() change.
 +
* Sped up emit rate/count computation in SubEmitter.EmitParticles(). Cache EmitCountScale, avoid calling GetExtent() during particle emission.
 +
* Removed SAnimationDesc struct from code and new AnimGraph files, following C2 behavior. Replaced with runtime functions to compute SAnimationMovement and get SAnimationSelectionProperties*.
 +
* Removed unused GetAnimationLength functions.
 +
* Adjusting view distance ratio on a few object for consistency
 +
* Sandbox Rollupbar resizing and "look & feel"
 +
* Cleaned up gamma ramp calculations, now round results correctly.
 +
* Prevent execution of sound creation code with an empty sound name string and display of an unnecessary error message to the log
 +
=== Refactoring ===
 +
* Little simplification to tod sun shadow cascades control/removed hdr contrast control
 +
* Tweakable per-cascade shadow bias
 +
* Significantly improve shader compilation speed by replacing fxc with cryfxc
 +
* Move cryfxc into PCD3D11/v005
 +
* Adding d3d compiler dll to be complete
 +
* Rename %DETAIL_MAPPING back to %DETAIL_BUMP_MAPPING to maintain backward compatibility
 +
* Added inline tick functions to ITimer: GetTicks(), GetTicksPerSecond(), TicksToSeconds(). Removed silly virtual TicksToMillis/Nanos(). Also added GetNonFiberTicks(), which subtracts FiberYieldTime(), simplifying a lot of code. Removed redundant tick functions and members from FrameProfileSystem.
 +
* Movd OPT_STRUCT facilities from TypeInfo.h to platform.h. Made member and acccessor names more consistent: _Member, Accessor(), Setter(val)
 +
* Remove not needed ifdef GAME_IS_CRYSIS2
 +
* Branch refactoring
 +
* Update the ToolkitPro .dll inside the Tools directory
 +
* Removed support for deprecated fog mode. Prerequisite for coming volumetric fog enhancements.
 +
* Add parser support for shader interpolator arrays
 +
* Terrain non linear alpha blending factor support ("blend layer")
 +
* Updates for per-light shadow bias / lights specular was mismatching sun specular / tone mapper curve tod control / brute force dof quality mode+ resolution scale fix
 +
* Separates the HDR parameters and packs together with the film curve preview in the TimeOfDay dialog.
 +
* Increase the range of volumetric scale
 +
* Move light beam update to a new shader
 +
* Adapting 3dMouse default values
 +
* Validate shaders for fog and water volumes
 +
* Removing geom_instancing=0
 +
* Small tweak to vignetting texture (was a bit overkill)
 +
* Remove grass material pre-multiply on diffuse colour
 +
* Removing per art request cvdetailscale (and old cvnumlayers)
 +
* Moved CryCG to mingw-gcc based builds
 +
* Move two more textures to Engine\EngineAssets
 +
=== Added ===
 +
* Added missing file that's being referenced for grenades
 +
* Adding scripts only RC Job
 +
=== Deleted ===
 +
* Deleted StaticSymbols.cpp (obsolete)
 +
* Delete no longer needed test file
 +
* Delete depreciated Tool Box config file
 +
* Delete depreciated Modelling Panel file
 +
* Delete unused/unavailable item from equipment pack
 +
* Delete depreciated file (Tools -> User Commands)
 +
=== Tweaks ===
 +
* Updated AsianCoaxialWeapon to use HMG weapon sounds. Lowered rate of fire for visuals to match audio.
 +
* Removed GAME_IS_CRYSIS2 from AI system, replaced with local define in AI system if new flight navigation should be used
 +
* Better facing for dynamic flash tags
 +
* Adjusting new script separation RC Job processing
 +
* Adding R_HDRBlueShift = 0.
 +
* Adding new glass decal controls, default values.
 +
* Fixed issue with unused grenade types (flash, emp, smoke) spamming console. Fixed spacing. Fixed issue with incorrectly pointing helper.
 +
* Removed vehicleCollisionDestructionSpeed="4" param from MH60. Was blowing up far too easily when nudging other vehicles.
 +
* Removed commented out CVars. Changed r_HDRRendering default to '3'.
 +
* Lowered grenade damage (250 -> 150). Lowered min/max radius 5/15 -> 2/10. More realistic behaviour for a frag grenade, less chance of killing yourself.
 +
* Keeping the joint velocities when "ragdollizing" the actor. Better for the Hit/Death Reactionsystem (death reactions).
 +
* Sandbox, Time of Day: More sensible default zoom settings, cleanup.
 +
* Added isPassengerShielded="1" to gunner seat for protection against rockets.
 +
* Tweaked damage and radius on vehicle explosions. Fixed issue with Abrams explosion not causing reaction (delay set to 0.2).
 +
* Updated path to new cloth asset
 +
* Updating size of glass texture atlas.
 +
* Changed the default TOD to suit new filmic tone mapper (r_HDRRendering 3)
 +
* Ensured lock pointer is NULL before attempting to lock to help track down a possible failed LockVB crash
 +
* Renamed CryEngine_GameCodeOnly to CryEngine_GameCodeOnly_LEGACY
 +
* Small code cleanup
 +
* Adjusting RC Job for new script processing
 +
* Tweak default TOD - decreased DOF settings
 +
* Adding ai_MNMEditorBackgroundUpdate to system.cfg to generate nav mesh in editor whilst not the primary focus
 +
* Removed upper limit for maximum players in multiplayer
 +
* R_shadowsstencilprepass const cvar set to 2
 +
* Removed hardcoded weapon attachment definitions, instead loaded in a data driven way.
 +
* Made some glass index types more explicit to help avoid errors.
 +
* Updated glass decal atlas - Slightly increased white-levels on larger break pattern.
 +
* Removed glass system cvar from multiplayer.cfg as now globally enabled.
 +
* Renamed CryEngine_VS10.mk to new name as well
 +
* Changed 0xCE 0x94 to delta
 +
* Added canary for CRenderObject id overflow
 +
* Tweak HMMWV - added dynamic light for headlights
 +
* Disabled the game side stealth-o-meter code in the Target Track Threat Modifier. CL676413 - !B Fixed issue where the visual stimulus would be pushed down because the outThreat wouldn't be set by the threat modifier.
 +
* Removed unnecessary file copy and linker flag
 +
* Minor cleanup of make variables
 +
* Reduced smart path follower look ahead distance to 0.33 meters instead of 10
 +
* Updated system.cfg to clarify sys_spec is only for Launcher and not for Editor
 +
* Cleaned GameCodeOnly solutions
 +
* Character shader refactoring/cleanup.
 +
* Update multiplayer.cfg - Removed several duplicate CVars. Removed graphics related CVars that shouldn't be MP specific and are defined in main CVarGroups (viewdistratios, etc). Removed obsolete CVars.
 +
* Removed unnecessary UI warnings
 +
=== Fixes ===
 +
* Sandbox will now notify the designer if they are trying to "Export to Engine" while the navigation data didn't finish the processing operation. Also Launcher will load the navigation data even if there is a version inconsistency between the MNM configuration file and the exported data
 +
* Fix the result value returned by the RayCast in case the ending triangle is not acceptable.
 +
* Small fix due to renamed GetUserName
 +
* DX11 CBuffer Downscale Improvements
 +
* Disabled warning "Could not read AI Cover Surfaces" when there are no Cover Surfaces on the map
 +
* Crash when drawing debug information for formations
 +
* Fixed Entity Pool
 +
* Fixed GetOutputXMLFileName if empty string is passed
 +
* Time Of Day: Fixed creation of property nodes after re-opening the dialog box
 +
* Fixed: HitDeath Reactions didn't consider caused damage for explosions
 +
* Fixed: HitDeathReactions never checked if ragdollizing the actor is allowed
 +
* Fix global initialisers in x64 release builds
 +
* Fixed: Possible infinite loop while loading malformed Lua breakpoint information from breakpoints.lst
 +
* Improved Scoped Time Logger
 +
* Fixed potential crash in CStructInfo.FindSubVar
 +
* Fixed: Readded Game Token type not set correctly (always used type string, bad for network serialization)
 +
* Move into Compiler from typo'd directory.
 +
* Removed double-triangle hash on glass node initialisation.
 +
* Fixed a case where glass phys frags with id 0 were using garbage geometry.
 +
* Fixed: No Bird boids animations
 +
* Blend layer color input fix for vegetation
 +
* Crash fix for MP if no game mode is set
 +
* Fixed CSaltBufferArray::IsValid
 +
* Fixed: Missing caused damage parameter when notifying the HDR system (Collision)
 +
* Final fix for x64 static linking
 +
* Fixed: Weird living entity behavior on non terrain ground.
 +
* Fixed health not updated on hud
 +
* Fixes the issue of 'r_measureoverdraw' not working in DX11.
 +
* Fixed: Crash in BreakableManager
 +
* Fixed: Wrong path to default CGF
 +
* Shadow tweaks
 +
* Finally fixed crash in profile system when changing profile_allthreads from 0 to 1.
 +
* !I potential multithreading problem with rigidbody mass recomputation
 +
* Enable flowgraph nodes Input:Key and Input:Action in multiplayer
 +
* AnimationGraph: Fix for animation randomizer not being properly called, resulting in unrandomized repetition when multiple characters enter the same state
 +
* Tick timing fixes and cleanup:
 +
* Fixed inconsistencies in CryGetTicks, QueryPerformanceCounter, and QueryPerformanceFrequency. CryGetTicks is now equivalent to QPC on all platforms, fixing some profiling results. Win32/64 use Windows QPC rather than RDTSC, as it's guaranteed thread-safe, and has acceptable performance on Profile builds.
 +
* Sandbox: "Inside the Time of Day window, groups of keyframes cannot be deleted." -
 +
* Sandbox: "Time of Day: When first opening the Time of Day, the timeline scrubber does not render/refresh"
 +
* Fixed: Material Picker doesn't pick correct submaterial
 +
* Fixed: Don't receive update item callbacks when setting the initial values in the TimeOfDayDialog
 +
* Fixed wrong vcproj file settings in Project.mk
 +
* Fix dissolving issues on sprites causing flickering
 +
* Sprite-model dissolving quality improvements
 +
* Fix up lod dissolving issues on view change
 +
* Dissolve improvements - distance based, cross over LODs to minimise volume differences and screen-space noise
 +
* Implement dissolve to-from nothing/bottom LOD/sprite
 +
* Fixed D3D11 staging texture leak - introduced pool of staging textures
 +
* Ensured that staging textures only get freed on Unlock, if they were allocated as a result of a Lock
 +
* Fixed log(0) FPE
 +
* Fixed: Footstep sounds and player water interaction not working
 +
* AnimationGraph: Additives Modifier will now correctly end looping animations even if multiple characters are in the same state
 +
* Duplicated cvar registrations
 +
* Compile fixes for VS2010, plus fix for long running shader servers
 +
* Fix shader lists being left as .tmp files if rename fails (adds same 5s retry as with delete of old .txt files)
 +
* Removed non-ansi characters that makes errors when building with asian locale
 +
* Correctly adding the mnm data file (.bai) to the level.pak
 +
* Renamed IUIElement to IUIObject since it conflicts with IFlashUI
 +
* Crashfix if shader error message occur while platform os is not initialized yet
 +
* Fixed DebugCallStack::FillStackTrace in 64-bit mode
 +
* Fixed: Expended ammo was never reset correctly when dropping/picking up the weapon.
 +
* Various fixes for pointer checks, missing initialisation, incorrect asserts, unhelpful log messages, bad indentation.
 +
* Fixed: Puppet range container was never reset. Was constantly growing inside Sandbox.
 +
* Alpha value now used for refractive particles on blending as well as bump scaling, for proper results with overlapping particles.
 +
* Fixed FPE in ParticleContainer.ComputeUpdateContext when TurbulenceSize was small.
 +
* Fixed correct editor set level
 +
* Fixed function BasicActor:InitialSetup
 +
* Fixed compile error in debug win32
 +
* Refactor instancing RT flags to reduce shader combinations
 +
* Fixed "ai_DebugDrawVolumeVoxels" and removed (unused) volume hidespots-related code
 +
* Fixed basic event hanlder
 +
* Fixed correct windows event handlint
 +
* Temporary crash fix for new glass system
 +
* Static analyzer warnings fix
 +
* Fix crash when a texture is used for rendering which was created during the precache phase
 +
* Fixed assert in Debug-Renderer
 +
* Compile fix + fix for gs tweakables not being properly set/declared
 +
* Ensure right view projection matrix used for waterfoginto
 +
* Fix Color shift bug. Renamed the generation params
 +
* Couple more shader compilation fixes/cleanups
 +
* Register class otherwise renderer will not be able to create render window
 +
* Don't add bullet impulse if there was no rendermesh hit
 +
* AI: CGoalPipeXMLReader::ParseGoalOp (COPWait does not work for XML goal pipes)
 +
* Fixed: Full recursive clone for archetype entities properties table
 +
* AI: CETHR-1075: SIGNALFILTER_SUPERFACTION always sends signal to Player (regardless of faction)
 +
* An issue with multiple phys areas affecting an entity
 +
* Fixed: Boolean properties didn't work when using external entity property handler
 +
* Some fixes to linked scaled physics objects
 +
* Fixed: Typing in new helper directions didn't update correctly the actual helper rotation in the Vehicle Editor. Only worked when rotating it in the viewport.
 +
* Fixed static linking of dedicated server without staticsymbols.cpp
 +
* Fixed mem overwrite crash in WriteVerticesIndirect, and removed implicit container count limit
 +
* Fix AnimGraph file compatibility with new cvar which indicates AnimDesc objects in ver 63 files.
 +
* Re-enabled USE_SELECTION_PROPERTIES define, as AnimationSelectionProperties required for pre-Crysis2 AnimGraph code.
 +
* Lightbeam Hot Fix
 +
* Fix shader compilation bug
 +
* Fixed: HitDeath Reactionsystem health thresholds were never used
 +
* Fixed: TacticalPointSystem AvoidCircle not working correctly
 +
* Fixed: Display name sometimes not set to an empty string for the Material Picker Tool
 +
* Removed missing files from Editor project
 +
* Added free_container of s_pWaterHitsMGPU to avoid level leak
 +
* Fixed aux geom level leak
 +
* Fixed memory overwrite in terrain serialisation
 +
* Glass depth fog correctly uses refracted depth.
 +
* Instancing-related shader compiler error fixes
 +
* Preset wasn't specified (from now on it uses "Gradient" preset)
 +
* Had no crytif settings: now uses preset=DiffuseLowQ
 +
* Had no crytif settings specified, now it's HDRReflectionsRGBK_high
 +
* Fixing wrong preset used, now it's HDRCubemapRGBK_highQ
 +
* Adds mips to noise texture
 +
* SetMaxWaterDepth and SetMinWaterDepth use the wrong depth value in cm. They multiply the value in meter twice.
 +
* Fixed invalid index buffer sizing on glass fragments.
 +
* Removed redundant draw attempt on glass fragments.
 +
* Removed double offset in DX11 DevBuffer updates.
 +
* Sprites popping in and out.
 +
* Fix juddering sprite quads
 +
* Initialise LOD transition state on vegetation to prevent lots of dissolves when turning
 +
* Cut down on sprite updates due to light info changing
 +
* Sprite/model lighting differences - write more upward normal for sprites to receive more ambient light.
 +
* LOD/dissolving issues - account for instance scale in sprite switch distance
 +
* LOD popping/sprite accuracy - fix editor tool to allow artists to clear rotations on vegetation
 +
* Fixed missing sprites if vegetation lod0 mesh is not streamed in yet
 +
* Default to least detailed LOD for sprite generation - Grass sprite fix with new sprite system.
 +
* Fixing the debug draw of the path with the MNMPathStart and MNMPathEnd tag point. It now correctly checks if the path was found to add the start and end position to the path point.
 +
* Allow path and raycast debug also without MNMDebugLocator and minor code adjustments for the RayCast over the MeshGrid
 +
* Add AlphaBlendShadows in the shader parser for the new beam shader
 +
* Fixed Multi-layer Navigation menu items
 +
* Time Of Day: Time and Speed settings are always saved - after editing and dialog closure
 +
* Some fixes to articulated kinematic objects
 +
* Fixed: ZeroG update ignores global gravity
 +
* Fixes path to new engine assets dir
 +
* X64 relese fixes
 +
* Fixed CullRenderer crash due to uninitialized values
 +
* Fixed error in devirt when providing a path with ends with a path seperator
 +
* Abbreviated SpecFromDiffuse shader param names so that they fit in the material editor without resizing the labels
 +
* Fixed inverted zoom adjustment for particle Max Distances.
 +
* Some fixes to player-player collisions
 +
* Fixed: AI Actors not triggering Area triggers
 +
* MD: Fixed compile issue for MotionBuider plug-ins.
 +
* Fixed UIInput to be usable with controller analog stick as well
 +
* Fixed: Invalid point access in curved editor control
 +
* Safety guard for potential tone mapper updates with incorrect 0..1 mapping
 +
* Shader compilation fixes
 +
* Fix shader compile error
 +
* Couple more compile fixes
 +
* Fixed: Music Graph doesn't invalidate correctly the panels after loading a new graph
 +
* Fix for shadows batching into scene normals alpha channel (when shadows disabled, shadows term was glossiness)
 +
* Don't create shaders which are requested from compressed shaders only
 +
* Fixed documentation of console variable "ai_DebugDrawNavigation"
 +
* Fixed: Possible Crash when removing material effects FG content
 +
* Fixed typo in rope node that was using position as U texture coordinate.
 +
* Removing unexisting old file from DedicatedLauncher and Launcher
 +
* Fixed: Crash on chainloading a level on a Dedicated Server due to not unloading the previous level before changing the game context
 +
* Particle Effect Enable/Disable menu commands now modify library.
 +
* Fixed: Opening/Closing prefab or group didn't update the prefab flowgraph list correctly
 +
* The following shaders/features are removed: metal, custom, rain layer
 +
 
 +
== Изменения в версии 3.3.9 (билд 3410) ==
 +
=== Major New Features ===
 +
* DX9 Parallax Occlusion Mapping (POM)
 +
* DX9 Screen-Space Directional Occlusion (SSDO)
 +
* DX9 Particle Global Illumination (GI)
 +
* New “Very High” graphics configuration
 +
* Added Scaleform support (v3.9.93)
 +
 
 +
=== Important Updates ===
 +
* Improved SLI/CF support
 +
* Improved 32-bit Editor support
 +
* Improved support for 5.1/7.1 surround sound setups
 +
* Improved support for Windows font sizes
 +
* Improved Sandbox UI
 +
* Added Visual Studio 2010 support
 +
* Removed Visual Studio 2008 support
 +
 
 +
=== Full Changelog ===
 +
* Added UI Emulator
 +
* Added UI Actions
 +
* Added sample HUD & Launcher menu
 +
* Fixed multi-GPU (SLI/CF) flickering issue
 +
* Fixed issue with NVIDIA driver support for 32-bit Launcher/Editor
 +
* Added new surface explosion effects
 +
* Restored particle lifetime curves for alpha, size, etc
 +
* Fixed falling leaves & ground smoke graphical bugs
 +
* Added and reworked existing sound reverb presets
 +
* Added aquatic plants
 +
* Fixed seagull boid error
 +
* Cleaned up and reworked weapons project (sounds, structure)
 +
* Cleaned up and reworked environment project (sounds, structure)
 +
* Fixed LODs of beach trees
 +
* Added LODs for various vegetation assets
 +
* Added new assets for Forest level rework
 +
* Reworked Forest level & improved quality of level, including assets, terrain, area shapes, etc
 +
* Added POM textures for Forest
 +
* Added new destroyed texture for vehicles
 +
* Fixed tire explosion sound
 +
* Fixed red dot for Rocket Launcher not working
 +
* Updated props prefab library with many houses included interiors
 +
* Improved soil & wood impact effects
 +
* Updated ocean material for Forest
 +
* Improved Flowgraph Debugger (Support for Breakpoints)
 +
* Improved surface effects for vehicles
 +
* Refactored vehicle pfx and vfx libraries
 +
* Fixed empty Rocket Launcher effects
 +
* Improved SCAR muzzle flash
 +
* Added SCAR loop tail sounds
 +
* Added AI character Civilian, behavior "Wander between points of interest"
 +
* Added boost functionality to all vehicles
 +
* Improved house/barrel LOD quality
 +
* Added support for AI territories & waves for vehicles
 +
* Adjusted vehicle debris pooling to improve memory management
 +
* Added more control over XYZ detail material slope
 +
* Fixed vegetation bending issues
 +
* Fixed crash when using light shapes
 +
* Fixed bi-directional rotation params for particles
 +
* Fixed stack overflow issue for Win x64
 +
* Fixed level heap violation associated with level unload, temp surfaces and fog volume containers
 +
* Many adjustments to the sound system
 +
* Many adjustments to voxel system
 +
* Fixed crash on Launcher start-up and ALT+TAB functionality
 +
* Fixed LOD loading bug
 +
* Further improvements to Asset Browser
 +
* Fixed geometry issue with light objects
 +
* Fixed potential crash if no top animation exists in layer for hit death reaction
 +
* Fixed crash if no raycaster exists anymore
 +
* Fixed potential issue when animation controls an entity directly
 +
* Fixed potential crash in renderer
 +
* Fixed DOF linkage error
 +
* Fixed DX9 vertex decl. issue
 +
* Added Mute button to Sandbox UI
 +
* Fixed incorrect texture reference in default vehicle lights
 +
* Fixed fakeLight property not working for vehicle lights
 +
* Fixed terrain SetWaterLevel not updating water level in physics
 +
* Fixed environment probe crash
 +
* Fixed issue with Rocket Launcher only dropping after projectile had been destroyed
 +
* Enabled terrain shadow casting on all specs except Low
 +
* Re-enable Fresnel tweaking for water
 +
* Enable dynamic textures and projector texture
 +
* Fixed issue with non-actor entities not receiving hits
 +
* Fixed Character Editor crash when using Morph Targets
 +
* Fixed projection problems with bump map decals applied on vegetation objects
 +
* Fixed issue with pickable items and AI weapons
 +
* Fixed boid animations
 +
* Made several adjustments to boid code
 +
* Fixed issue with under water sound mood
 +
* Fixed particle issue when TurbulenceSpeed < 0
 +
* Fixed rare Editor crash
 +
* Improvements to rigid entity / fluid interaction
 +
* Fixed close attack issue with AI losing sight of player
 +
* Fixed rare issue where using "Save As" in Editor resulted in the .cry file being deleted if an error occurred
 +
* Improved ocean particle interaction based on wave height
 +
* Added ability to define tire explosion particle effects (instead of being hard coded)
 +
* Added ability to define custom params for Rocket Launcher RDS (instead of being hard coded)
 +
* Updated FMOD (4.38.04) binaries - Fix for 5.1/7.1 surround sound crash
 +
* Fixed memory leak in Editor
 +
* Improved emitter debug bounding box drawing, scales correctly, alpha support, etc.
 +
* Improved vegetation profiler
 +
* Allow water volumes to be turned on / off
 +
* Improved scope view for Rocket Launcher
 +
* Fixed crash for using Windows Font > 100% in size
 +
* Fixed shadow disappearing when light props are modified
 +
* Fixed 3rd person camera reset when changing seats in vehicles
 +
* Fixed crash when using broken_mtl option in surface type
 +
* Fixed issue with voxel LOD seams
 +
* Fixed hot reloading of animations in Character Editor not working
 +
* Fixed animation events at 0.0f not triggering
 +
* Fixed updating of current ammo pool on ammo pickup
 +
* Updated latest EAX code
 +
* Fixed Animation System Assert on startup (last unloading of DBA)
 +
* Fixed Animation System Assert in PoseBlenderAim
 +
* Fixed Focus and confine cursor problems in the Launcher
 +
* Fixed issue with LookIK
 +
* Fixed Time of Day synchronisation
 +
* Fixed infinite ammo bug
 +
* Fixed white spec on the rocket launcher scope glass and renamed ids
 +
* Fixed ammo pool not updating on pickup ammo
 +
* Added some missing textures spec & ddn
 +
* Fixed rendering bugs related to vegetation wind
 +
* Changed pfx modifications to use only one library. Now all weapons use the weapon_fx.xml
 +
* Adjustments to civilian AI & reaction to the player
 +
* Updated MaxCryExport: disable export of vertex animation by default
 +
* Fixed VehicleLights flownode not working
 +
* Added ScriptBind and FlowNode for loading TimeOfDay files
 +
* Fixed Crash on opening WheelMaster dialog in the Vehicle Editor
 +
* Fixed Vehicle Editor crash after closing WheelMaster dialog
 +
* Fixed AI Debug Draw TagPoints
 +
* Fixed Starting 2 material effects while using melee attacks ("No Surface Type") and wrong direction
 +
* Updated bullet effects for most surfaces
 +
* Improved dock area assets, collision proxies, LOD’s, scale of objects
 +
* Fixed collision issue on lower area of light house
 +
* Added multiple improvements to decal assets quality
 +
* Added new TOD Street light prefab
 +
* Added Tractor sample asset
 +
* Updated Resource Compiler
 +
* Renamed BehaviorSelectionTree to SelectionTreeEditor
 +
* Adding Auto Backup option in the File menu to easy enable/disable the auto backup of the level
 +
* Updated XT Toolkit
 +
* Being able to start animations from Lua with animation driven motion
 +
* Rename DefaultVehicle to EmptyVehicle
 +
* Updated Editor tips
 +
* Improves the filter edit control behavior in the node tree pane of TrackView by allowing a tab-switch of current matches
 +
* Added ability to change order of track events in the ‘Edit Events’ dialog
 +
* Added quick access for Entities using the Animated Character Extension in the context menu
 +
* Improved civilians reaction to player
 +
* Allow moving keys to the time between 0 and the sequence start time.
 +
* Maya: Validate message control system. Allow some validation messages to be disabled by the user
 +
* Maya: Getting UDP from bone geometries into the game
 +
* Point Light Shaft Properties added to light entity
 +
* Audio Caching for Items
 +
* Added possibility to check for matching rows/colums and wrong ordering in Material Effects with setting mfx_debug to 3
 +
* Collada: Changed the rotation from Y-up to make the facing correct
 +
* Added ScriptBind and FlowNode for loading TimeOfDay files
 +
* Remove old key dialogs from TrackView
 +
* Updated the SDK character model
 +
* Maya: Plugin version update
 +
* Improve the naming of director nodes in TrackView
 +
* Fixed Terrain collision enabled icon being backwards
 +
* Fix broken undo/redo of keys and splines after redo adding a entity to TrackView
 +
* Improved default lighting setup in Character Editor and Animation Graph Editor
 +
* Launcher: Level.cfg are now loaded
 +
* Fixed picking an object inside a group/prefab not working
 +
* Fixed Autostarting a TrackView sequence doesn't hide the player
 +
* Fixed two-handed pickups
 +
* Re-factored graphics configs and removed redundant CVars
 +
 
 +
=== Vehicle Updates ===
 +
==== Speedboat ====
 +
* Tweaked material & fixed surface type errors
 +
* Many adjustments to damage behaviors and effects
 +
* Improved wake/spray effects
 +
* Improved 1st and 3rd person cameras
 +
* Added ability to custom define wave effect in XML file (instead of being hard coded)
 +
 
 +
==== Abrams ====
 +
* Added gun overheat effect for Abrams, fixed errors
 +
* Updated Abrams material
 +
* Fixed faulty left tread
 +
* Added recoil animation for main cannon
 +
* Many adjustments to damage behaviors and effects
 +
* Added new sounds and states (engine stop, exhaust smoke puff, etc)
 +
* Increased main cannon damage, improved effects & sounds
 +
* Added lights to Abrams
 +
* Tweaked main cannon projectile to be visible
 +
* Added MP modification to Abrams to give separate driver/gunner control
 +
* Fixed inaccurate Abrams damaged model
 +
 
 +
==== MH60 Blackhawk ====
 +
* Fixed decal issue & made general improvements to material
 +
* Added new texture for downwash effect & improved environment interaction effects
 +
* Many adjustments to damage behaviors and effects
 +
* Added navigation lights toggle
 +
* Added new sounds and states (engine stop, exhaust smoke puff, etc)
 +
* Fixed control issue when helicopter is at its highest limit
 +
* Fixed controls locking up when using gamepad
 +
* Improved handling of rotor animation, uses engine animation, not hard coded
 +
* Added ability to adjust velocity damping via XML instead of hard coded
 +
 
 +
==== HMMWV ====
 +
* Updated HMMWV material
 +
* Many adjustments to damage behaviors and effects
 +
* Improved surface interaction and effects
 +
* Many tweaks to vehicle handling, performance & environment interaction
 +
* Improved 1st and 3rd person cameras
 +
 
 +
== Изменения в версии 3.3.7 (билд 2572) ==
* Добавлена возможность сохранения уровней в папку Projects для использования с базой данных проектов на CryDev.
* Добавлена возможность сохранения уровней в папку Projects для использования с базой данных проектов на CryDev.
* Добавлено резервирование выхода, для предотвращение ошибок «Account Locked».
* Добавлено резервирование выхода, для предотвращение ошибок «Account Locked».
Строка 55: Строка 579:
* Части разрушаемых объектов теперь не всегда скатываются в воду (применяется объект «kwater» даже если он не установлен).
* Части разрушаемых объектов теперь не всегда скатываются в воду (применяется объект «kwater» даже если он не установлен).
-
<!-- == Изменения версии 3.3.6 ==
+
== Изменения версии 3.3.6 ==
-
=== Renderer and 3d Engine ===
+
=== Рендер и движок 3D ===
-
* Fix: Render error when using the check-box \"Use Terrain Color\" for vegetation
+
* Исправлено: Ошибка рендера при включении «Use Terrain Color» у растительности.
-
* Added: High resolution screenshot support
+
* Добавлено: Поддержка скриншотов высокого разрешения.
-
* Fix: Flickering shadows throughout level
+
* Исправлено: Мерцание теней по всему уровню.
-
* Fix: Issues with material reloading in engine
+
* Исправлено: Проблемы с перезагрузкой материала в движке.
-
* Fix: ATI specific ocean surface aliasing artifact
+
* Исправлено: Артефакты сглаживания поверхности океана, специфичные для ATI.
-
* Fix: Water dripples
+
* Исправлено: Пульсация воды.
-
* Fix: Max particle pixel fill now clamped to proper screen size moved m_Wdith / m_Height members to SParticleRenderContext.
+
* Исправлено: Максимальное заполнения пиксела частиц теперь привязано к размеру экрана члены m_Wdith / m_Height перемещены в SParticleRenderContext.
-
* Fix: Small particle bug with animated textures
+
* Исправлено: Небольшой баг частиц с анимированными текстурами.
-
* Fix: Particle incorrect positioning with MoveRelEmitter on initial emission
+
* Исправлено: Некорректное позиционирование частицы с MoveRelEmitter при начальной эмиссии.
-
* Fix: Particle sound durations: one-shots now always play to completion. Pulsed emitters don't kill sounds early
+
* Исправлено: Продолжительность звука частицы: не зацикленные звуки теперь всегда вопроизводятся до конца. Импульсные эмиттеры не убивают звуки раньше, чем надо.
-
* Fix: Restored ability of invisible particles to spawn 2nd-gen visible particles, fixing semantics of IsActive.
+
* Исправлено: Восстановлена возможность скрывать частицы для спавна видимых частиц второго поколения, исправлена семантика IsActive.
-
* Fix: Simplified ParticleEmitter.GetMaterial, removed unneeded ParticleEffect.FirstActive.
+
* Исправлено: Упрощён ParticleEmitter.GetMaterial, удален не нужный ParticleEffect.FirstActive.
-
* Fix: Allow serialization/pasting of particle effects without version number; pasting only renames effects with no previous name
+
* Исправлено: Разрешена сериализация/вставка эффектов частиц без номера версии; вставляются лишь переименованные частиц без предыдущих имён.
=== CryCommon ===
=== CryCommon ===
-
* Fix: Potential crash with CryString.swap()
+
* Исправлено: Потенциальный вылет при использовании CryString.swap().
=== CryPhysics ===
=== CryPhysics ===
-
* Fix: Scale on cloth entities
+
* Исправлено: Масштабирование тканей (Cloth).
-
* Improve simulation parameters for the rope object
+
* Улучшены параметры симуляции верёвки (Rope).
-
* Fix: Allow scale on ePT_Fixed constraints mode
+
* Исправлено: Разрешено масштабирование в режиме ограничения ePT_Fixed.
-
* Fix: Issues with non-colliding (thickness 0) cloth
+
* Исправлено: Проблема с тканями без коллизия (thickness 0).
-
* Fix: Some issues with precomputed rope collider parts
+
* Исправлено: Некоторые проблемы с предвычесленными частями коллайдера верёвки.
=== CrySoundSystem ===
=== CrySoundSystem ===
-
* Fix: Wrong position of the Sound Listener in the Sandbox Editor when not in-game
+
* Исправлено: Неправильное расположение Sound Listener в редакторе Sandbox вне режима игра.
-
* Added: Additional information about which sound event was not found
+
* Добавлено: Дополнительная информация о том, какие события звука были не найдены.
-
* Removed obsolete CVars: pl_FootstepSoundsNormalized and pl_AnimationTriggeredFootstepSounds
+
* Удалены устаревшие CVar: pl_FootstepSoundsNormalized и pl_AnimationTriggeredFootstepSounds.
-
* Fix: Not able to play sound events properly
+
* Исправлено: Невозможность правильно воспроизвести событие звука.
=== CryAISystem ===
=== CryAISystem ===
-
* Improved: car maneuvering
+
* Улучшено: Манёвренность автомобилей.
-
* Fix: Allow vehicles regenerate paths on the way
+
* Исправлено: Транспорту разрешено регенировать пути в дороге.
-
* Renamed CPipeUser::m_IsSteering to CPipeUser::IsSteeringAroundObstacle to prevent confusion when reverse-engineering vehicle maneuvering code
+
* Переименован CPipeUser::m_IsSteering в CPipeUser::IsSteeringAroundObstacle в целях предотвращения путаницы при реинжиниринге кода маневрирования автомобилей.
-
* Added: Possibility to switch AI Debug Renders at runtime
+
* Добавлено: Возможность переключить к отладочному рендеру И.И. во время выполнения (рантайм).
-
* Replaced: "typedef unsigned tNavCapMask;" with "typedef uint32 tNavCapMask;"
+
* Заменено: «typedef unsigned tNavCapMask;» на «typedef uint32 tNavCapMask;».
-
* Fix: Network AI Debug Draw: Switch from type size_t to uint32
+
* Исправлено: Отладочная отрисовка сетевого И.И. (Network AI Debug Draw): Переведено с типа size_t на uint32.
-
* Fix: Network AI Debug Draw: Add support for big endian
+
* Исправлено: Отладочная отрисовка сетевого И.И. (Network AI Debug Draw): Добавлена поддержка порядка байтов от старшего к младшему (big-endian).
-
* Fix: Don't use Network AI Debug Draw on Dedicated Servers in Release
+
* Исправлено: Не используется отладочная отрисовка сетевого И.И. на выделенному сервере при выпуске (Release).
-
* Fix: Comment out deprecated CScriptBind_AI::GetGroupTarget and CScriptBind_AI::GetGroupTargetCount
+
* Исправлено: Закомментированы устаревшие CScriptBind_AI::GetGroupTarget и CScriptBind_AI::GetGroupTargetCount.
-
* Fix: Stop using unsupported goalop "usecover"
+
* Исправлено: Прекращено использование не поддерживаемого goalop «usecover».
-
* Removed: Unused AI perception variables
+
* Удалено: Не используемые переменные восприятия (perception) И.И.
-
    Fix: AI Actor should be handled as remote client
+
* Исправлено: AI Actor (И.И. актёр) должен обрабатываться как удаленный клиент.
-
    Fix: AI vehicle turret guys not always shooting you after a cp load, due to their vehicle not being correctly ignored for their sight tests
+
* Исправлено: И.И. пулемётчиков на транспорте не всегда стреляет по вам после нагрузки на ЦП, из-за того, что их транспорт не правильно игнорирует тесты зрения.
-
    Fix: AI Debug Draw
+
* Исправлено: Отладочная отрисовка И.И. (AI Debug Draw).
-
    Fix: AI Debug Renderer not showing in the Editor before the game start
+
* Исправлено: Отладочный рендер И.И. (AI Debug Renderer) отсутствовал в редакторе Editor перед запуском игры.
-
    Fix: Issue moving backwards in COPTrace::ExecuteManeuver
+
* Исправлено: Проблема обратно перемещения в COPTrace::ExecuteManeuver.
-
    Fix: After a checkpoint reload enemies would stop tracking their target much quicker than what they should
+
* Исправлено: После контрольной точки перезагруженные враги прекращали отслеживать цель гораздо быстрее, чем должно быть.
-
    Fix: An helicopter patrolling can have the improper AI
+
* Исправлено: Патрульный вертолет мог иметь неправильный А.И..
-
    Fix: PlayerSensor and WeaponSensor to work if input entity changes during runtime
+
* Исправлено: PlayerSensor и WeaponSensor работают, если ввод сущности изменён во время выполнения.
-
    Fix: Crash in CTacticalPointSystem::BoolPropertyInternal
+
* Исправлено: Вылет в CTacticalPointSystem::BoolPropertyInternal.
-
    Fix: Cover surface message error when the bai file is not present. It explicitly says the file should maybe be regenerated if needed.
+
* Исправлено: Покрытие поверхности сообщало ошибку, если отсутствовал BAI-файл. Явно указывает, что файл должен быть регенерирован в случае необходимости.
-
    Fix: FlowNode to calculate screen position out of entity position
+
* Исправлено: FlowNode вычитывал положение на экране вне позиции сущности.
-
    Fix: Improve AI debug draw goal pipe display: now shows all active goal ops rather than just the last executed one each goal op can do custom text
+
* Исправлено: Улучшено отображение задачи И.И. (в AI Debug Draw): теперь отображаются все активные цели, а не только последние выполненные.
-
    Fix: InsertSubPipe can re-execute completed GoalOp upon return
+
* Исправлено: InsertSubPipe может повторно вызвать GoalOp при возвращении.
-
    Fix: ScriptBind Add constants "InsideRange" and "OutsideRange"
+
* Исправлено: ScriptBind: Добавлены константы «InsideRange» и «OutsideRange»
-
    Fix: Console spam CGoalPipe::PushGoal - Attempting to push goalop "usecover"
+
* Исправлено: Спам консоли CGoalPipe::PushGoal - пытается вытолкать goalop «usecover».
-
    Fix: Goalop COPWait
+
* Исправлено: Goalop COPWait.
-
    Fix: Serialization of goalop "timeout"
+
* Исправлено: Сериализация goalop «timeout».
-
    Fix: CGoalPipe::PeekPopGoalResult()
+
* Исправлено: CGoalPipe::PeekPopGoalResult().
-
    Fix: Goalop Wait (even XML) should always be blocking and grouped
+
* Исправлено: Goalop Wait (даже XML) должен быть всегда блокирован и сгруппирован.
-
    Fix: Potential crash in DelayedPipeSelection::DelayedPipeSelection
+
* Исправлено: Потенциальный вылет в DelayedPipeSelection::DelayedPipeSelection.
-
    Fix: DelayedPipeSelection::DelayedPipeSelection
+
* Исправлено: DelayedPipeSelection::DelayedPipeSelection.
-
=== Entity System ===
+
=== Система сущностей ===
-
* Improved: es_DrawProximityTriggers indicates enabled/disabled and entered/exited
+
* Улучшено: es_DrawProximityTriggers показывает включение/выключение и вход/выход.
-
    Fix: Entity:EntityInfo low-node can check if an entity is also an AI object
+
* Исправлено: Нод Entity:EntityInfo может проверять, является ли сущности также И.И. объектом.
-
    Fix: Translucency problem with es_DrawProximityTriggers
+
* Исправлено: Проблема полупрозрачности у es_DrawProximityTriggers.
-
=== CryAction and GameDll ===
+
=== CryAction и GameDll ===
-
* Fix: Weapon State driven serialization
+
* Исправлено: Сериализация состояния оружия.
-
    Improved: Some cosmetic changes about pAIVisualDebugRenderer in CCryAction::ConnectCmd and CCryAction::DisconnectCmd
+
* Улучшено: Некоторые косметические изменения для pAIVisualDebugRenderer в CCryAction::ConnectCmd и CCryAction::DisconnectCmd.
-
    Fix: Improve FlowActorSensor Node
+
* Исправлено: Улучшен нод FlowActorSensor.
-
    Added: function to get ZoomModeName to IWeapon
+
* Добавлено: Функция для получения ZoomModeName в IWeapon.
-
    Added: UIManager (singleton access to all game code relevant UI classes)
+
* Добавлено: UIManager (одноэлементный доступ ко всему игровому коду относящемуся к классам UI).
-
    Fix: Change HUD UIAction to use FlowActorSensor node
+
* Исправлено: Изменён HUD UIAction для использования нода FlowActorSensor.
-
    Fix: Change HUD to display proper death message (don't show in spectator mode)
+
* Исправлено: Изменён HUD для отображения правильного сообщения о смерти (не отображалось в режиме зрителя).
-
    Added: Minimap Nodes to FlowMinimapNodes
+
* Добавлено: Ноды Minimap в FlowMinimapNodes.
-
    Added: OnZoomChanged callback to IWeaponListener
+
* Добавлено: Функция обратного вызова OnZoomChanged в IWeaponListener.
-
    Added: WeaponSensorNode
+
* Добавлено: Нод WeaponSensor.
-
    Fix: AIActions also prompt if it has unsaved changes
+
* Исправлено: AIActions также выводит сообщение, если есть несохранённые изменения.
-
    Added: Display of custom picture on level load
+
* Добавлено: Отображение собственного изображения при загрузке уровня.
-
    Added: New flownode to help setting mc's in screen space (0-1)
+
* Добавлено: Новый нод для помощи в настройки MC в пространстве экрана (0-1).
-
    Fix: Disallow pause in MP
+
* Исправлено: Запрет паузы в MP.
-
    Fix: UI FlowNodes to flush all events that are used in UIAction FlowGraphs that are on the event stack
+
* Исправлено: Ноды UI сбрасывают все события, использованные в FG UIAction, которые находятся в стеке событий.
-
    Fix: gfx_reload_all command
+
* Исправлено: Команда gfx_reload_all.
-
    Fix: AI Actors not using player prediction code
+
* Исправлено: AI Actor не использовали код прогнозирования игрока.
-
    Fix: Crash in FlowActorSensor Node
+
* Исправлено: Вылет в ноде FlowActorSensor.
-
    Fix: FlowWeaponSensor Node to receive correct name for zoom mode
+
* Исправлено: Нод FlowWeaponSensor Node для получения правильного названия режима масштабирования.
-
    Fix: Potential crash on opening a Flowgraph
+
* Исправлено: Потенциальный вылет при открытии Flowgraph.
-
    Fix: Unregister FlowWeaponSensor from IItemSystem on unload level
+
* Исправлено: Отмена регистрации FlowWeaponSensor из IItemSystem при выгрузке уровня.
-
    Fix: UIActionEvents if no level xml exists
+
* Исправлено: UIActionEvents, если отсутствует XML-файл уровня.
-
    Fix: Picking up breakage pieces
+
* Исправлено: Подбор разрушенных частей.
-
    Fix: Client can't reload in a MP session
+
* Исправлено: Клиент не мог перезапустить сессию MP.
-
    Fix: Wrong first person muzzle flash effect
+
* Исправлено: Неправильный эффект «muzzle flash» при виде от первого лица.
-
    Fix: Unsafe way to flush UI events in FG
+
* Исправлено: Небезапосный метод сброса событий UI в FG.
-
    Fix: LocalPlayer Node does not trigger output if local player id changes
+
* Исправлено: Нод LocalPlayer не вызывает вывод, если ID игрока изменяется.
-
    Fix: HUD UIAction for MP
+
* Исправлено: HUD UIAction для MP.
-
    Fix: Client not visible on Server after first spawn
+
* Исправлено: Клиент не отображался на сервере при первом спавне.
-
    Fix: Client health above 100 after first spawn
+
* Исправлено: Здоровье клиента более 100 при первом спавне.
-
    Fix: Health value returned from FlowActorNode to be int rather then float
+
* Исправлено: Значение здоровья, возвращенное из FlowActorNode было int, а не float.
-
    Fix: Crash in CanPerformPickUp
+
* Исправлено: Вылет в CanPerformPickUp.
-
    Fix: Network hot fixes
+
* Исправлено: «Горячие» исправления сети.
-
    Fix: Disable Layer activation in MP
+
* Исправлено: Отключена активация слоя в MP.
-
    Fix: Call IGame:Shutdown even if "ExitOnQuit" is set to 1
+
* Исправлено: Вызов IGame:Shutdown даже если «ExitOnQuit» равен 1.
-
=== Scripts ===
+
=== Скрипты ===
-
* Updated: DestroyableObject
+
* Обновлено: DestroyableObject.
-
    Added: DeadBody entity properties not available in Sandbox
+
* Добавлено: Не доступные в Sandbox свойства DeadBody.
-
    Fix: Foley and footstep system tweak
+
* Исправлено: Настройки системы фолей и шагов (Foley and footstep).
-
    Fix: Add character sounds to Grunt_x
+
* Исправлено: Добавлены звуки для Grunt_x.
-
    Improved: Weapons: Binoculars, RocketLauncher
+
* Улучшено: Оружие: Binoculars, RocketLauncher.
-
    Updated: Game/Scripts/AI/Coordination/Coordination.lua
+
* Обновлено: Game/Scripts/AI/Coordination/Coordination.lua.
-
    Fix: Changes default model of Door entity to be a door rather than a sphere
+
* Исправлено: Изменена стандартная модели сущности «Door», чтобы была дверь, а не сфера.
-
=== Sandbox Editor ===
+
=== Редактор Sandbox ===
-
* Refactored: the file change notification system, now it also reports the change type and skips duplicate notifications
+
* Рефакторинг: Система уведомлений об изменеия файла, теперь также сообщает о изменении типа и пропускает повторяющиеся уведомления.
-
    Removed: "Browse for Layer Texture", it is no longer supported
+
* Удалено: «Browse for Layer Texture», больше не поддерживается.
-
    Fix: Change FileChangeMonitor to use 32bit tick count
+
* Исправлено: Изменён FileChangeMonitor для использования 32-битного счетчика тактов.
-
    Fix: Add context menu to all objects in editor view-port. Following items are added: "Show in Asset Browser" and "Properties".
+
* Исправлено: Добавлено контекстное меню для всех объектов в окне проекции редатора. Добавлены следующие пункты: «Show in Asset Browser» и «Properties».
-
    Removed: Unused UI elements from asset browser
+
* Удалено: Неиспользуемые элементы UI из Asset Browser.
-
    Added: New system to handle files that are not linked to the level
+
* Добавлено: Новая система обработки файлов, не связанная с уровнем.
-
    Improved: Solid system reliability by excluding invalid data before updating a rendering data
+
* Улучшено: Надёжность системы за счёт исключения неверных данных перед обновлением данных отображения.
-
    Removed: 'Use Custom Terrain size' check-box from the "Create new level" dialog
+
* Удалено: Флажок «Use Custom Terrain size» из диалогового окна «Create new level».
-
    Removed: "X" button does not function correctly in the Asset Browser
+
* Удалено: Кнопка «X», неправильно функционировавшая в Asset Browser.
-
    Fix: Several leak within the file change monitor, added also clear() to MTQueue
+
* Исправлено: Несколько утечек в File Change Monitor, также добавлен clear() в MTQueue.
-
    Fix: resize of the PropertiesPanel
+
* Исправлено: Размер PropertiesPanel.
-
    Fix: Cloud sync in LiveCreate
+
* Исправлено: Синхронизация облаков в LiveCreate.
-
    Fix: Console hot update for CGFs
+
* Исправлено: Горячие обновление консоли для CGF.
-
    Fix: Crash when sandbox is open with material editor
+
* Исправлено: Вылет, когда Sandbox открыт с редактором материалов.
-
    Fix: Invalidate a HyperGraphNode without changing the "modification" state
+
* Исправлено: Аннулирование HyperGraphNode без изменения состояния «модификации».
-
    Fix: Potential crash bug when updating solid brush
+
* Исправлено: Потенциальный вылет при обновлении кисти солида.
-
    Fix: Crash bug happening when hiding and undoing a solid box.
+
* Исправлено: Вылет при скрытии и удалении солида.
-
    Fix: Crash while setting material in Updating Mesh with Solids Editor
+
* Исправлено: Вылет при настройки материала Updating Mesh в редакторе солидов.
-
    Fix: MaterialEditor layout problem on SwitchingUI twice (The actual controls were destroyed but never recreated)
+
* Исправлено: Ошибка макета MaterialEditor при двукратном SwitchingUI (элементы управления удадяются, но потом не воссоздаются).
-
    Added: keyboard shortcuts for particle item Enable and Enable All
+
* Добавлено: Сокращения клавиш для пунктов Enable и Enable All в контекстном меню частицы.
-
    Fix: Spline tool-tips now show values with 3 rather than 2 digits precision, accurate for 8-bit quantization
+
* Исправлено: Всплывающая подсказка теперь показывает значение с 3 цифрами меткости вместо 2, точное 8-битное квантование.
-
    Fix: Bug about surface type drop-down menu so as for the list to have all surface items in Particle Editor
+
* Исправлено: Баг с выпадающем меню Surface Type, теперь в списке в Particle Editor перечислены все типы.
-
    Fix: Saving library creates useless Libs/ folder in root dir
+
* Исправлено: При сохранении библиотек создаётся бесполезная папка Libs/ в корневом каталоге.
-
=== 3ds Max Exporter ===
+
=== Экспортёр 3ds Max ===
-
* Added: MaxScript interface to exporter log
+
* Добавлено: Интерфйес MaxScript ддя лога экспортёра.
-
    Fix: Overwrite message boxes disabled when called from MaxScript
+
* Исправлено: Отключена замена окна сообщений при вызове из MaxScript.
-
    Fix: set_bone_list setting node list actually
+
* Исправлено: Настройка списка узлов «set_bone_list» актуальна.
-
    Fix: Crash after Reseting a scene
+
* Исправлено: Вылет после сброса сцены.
-
    Fix: Animation - Subrange window doesn't stay open when you move away from the utilities tab
+
* Исправлено: Анимация - Окно «Subrange» не остаётся открытой при уходе с вкладке «Utilities».
-
    Fix: Animation - Subrange window being unable to be resized makes it difficult to work with large names
+
* Исправлено: Анимация - Невозможность изменеия размера окна «Subrange» затрудняет работу с длинными именами.
-
    Fix: CrySkin crashes max if copy/pasted to another object
+
* Исправлено: CrySkin выбрасывает 3ds Max при копировании/вставки в другой объект.
-
    Fix: NamedRanges dialog not wrapped into CNamedRangesDialog
+
* Исправлено: Диалог NamedRanges не внедрён в CNamedRangesDialog.
-
    Fix: Bone selection was always reset when you click on the bone in the bone list
+
* Исправлено: Выделение костей всегда сбрасывается при щелчке по косте в списке костей.
-
    Fix: Some of the text labels in CrySkin were wrong because of the conflicting string resource identifiers. MaxCryExport resource IDs are bumped by 2000 -->
+
* Исправлено: Некоторые текстовые метки в CrySkin были не верны из-за конфликтующих идентификаторов строковых ресурсов. ID ресурса MaxCryExport поднят до 2000.
= См. также =
= См. также =

Версия 17:55, 3 мая 2012

Содержание

CryENGINE 3 Free SDK

Описание

CryENGINE 3 Free SDK — средство создания своих собственных игр на движке CryENGINE 3 с нуля.

Изменения в версии 3.4.0 (билд 3696)

  • Refactored UI game events
  • Added new UIGameEvent class (moved functions from UIActionEvents to this class)
  • New interface for auto registering to UIManager
  • Continuous update is not automatically paused/restored when filtering/restoring the visible objects inside sandbox. Pausing the continuous update also when jumping into game in Sandbox.
  • Include node indices in navigation graph debug draw
  • DX11 CBuffer Downscale Improvements + fixes
  • Make sure vehicles can use the Multi-layer Navigation
  • Added Overwrite All button to checkout dialog
  • Added FG node to catch and trigger upon animation events set up in character editor
  • Changed UIEventSystems of old game dll to use new event dispatchers
  • HUD3D use correct offsets for different resolutions
  • Now correctly set the alpha for glass phys fragments.
  • Added variable stable fragment size to glass, meaning smaller pieces can stick nearer edges.
  • Coloured glass particle effects to match glass material (Off by default).
  • Enabled glass cvars in release builds.
  • Fixing EngineAssets location
  • Add icon and version number to remote shader compiler
  • Remove some obsolete shaders from the shader list
  • Gamma changes now respect window focus in Dx10/11 (As per Dx9 in DeviceLost state).
  • Support for non-uniform phys scaling (clone-based)
  • Set the web server port for the Remote Shader Compiler
  • Re-added EF_Query( EFQ_D3DDevic )
  • FrameProfileSystem now displays frame time, lost time, and overhead with same averaging method as profile entries.
  • Time of Day: added serialization of key flags for splines
  • Sandbox, Time of Day: added toolbar for Spline editor, dockable frames.
  • Added "Reverse" to MaterialEffect particle hit direction options.
  • Add GeometryBeam inside the Sandbox shader list
  • Remote Shader Compiler to VS2010
  • Set ai_MNMEditorBackgroundUpdate to 1 by default
  • Shadowpool caching support, blockpacker usage fixed
  • Being able to choose an entity class category from within Lua scripts and external entity class handlers used inside the Editor, instead of always putting them into "Default"
  • Added callback to handle glass system cvar changes. Tidies up the temp crash fix.
  • Enabled the new glass system by default when in multiplayer.
  • Implements the light animation by (ab)using the light node in the movie system.
  • Adds position/rotation animation support to the light animation system.
  • Makes it possible to scrub a light animation through the regular TrackView interface.
  • Move more textures to Engine\EngineAssets
  • Lua debugger GUI improvements
  • Added GameScript projects to GameCodeOnly solutions
  • Implements the film curve preview in the Time Of Day dialog.
  • New UIEvent receiver and sender helpers for variable args and arg count
  • Some helper functions for easier UIEventDesc creation
  • Allow to use Vec3 as type for UIEvent FlowNode ports
  • Rework TemplBeamProc 1. Dust 2. Air Turbulence 3. Volumetric Shadows
  • Re-add start and end colors
  • Simple tool to check flags
  • New glass shader featuring: Improved lighting consistency. Support for opaque layer, tint color map, alphatest shadows using opaque map, blurred refraction (High end only). Removed support for alphablended non-refractive glass. Tidied up legacy code.
  • Glass Shader: Added diffuse multiplier to vertex alpha.
  • Glass Shader: Added global opacity multiplier.
  • Enable geometry instancing by default
  • Changed UIEventSystems to use new easier style (new game dll first)
  • Improve default values for film curve tod settings
  • Add MotionBuilder 2012 exporter to be built in the tools solution file
  • Updated UpdateCryGameScriptsProject
  • HUD3d position C2 calculation
  • Database Save button now enabled/disabled depending on count of modified libraries.
  • Added cvar to define if _mp should be auto added to sound files on mp
  • Enhanced particle MaterialEffects, allowing direction type to be specified per-effect, same as other effect modifiers. Compatible with ealier XML that specifies it per group.
  • Allow lazy updates for flash elements
  • Allow to override dyn tex with from uielement
  • Only render uielelemnt to dyn tex if needed (with lazy render flag)
  • Optimizations:
  • Removed useless GUID info from ParticleEffects.
  • Resizing and "Look & Feel" of the solid panel
  • Perf improvements to glass triangle hashing loop.
  • Saving of ~300 bytes per glass RN by removal of temp vars and class restructuring.
  • Swapped a large continuous glass array for a smaller cyclic one. Up to 40kb PC and 10kb consoles saved.
  • Glass impact decal params are now only calculated once instead of every frame.
  • Using CTRL + Middle Mouse to add/remove a flowgraph breakpoint
  • ITimer and FrameProfile systems now consistently use CryGetTicks(), replacing runtime tests and function pointers.
  • Removed unused members in ProfilerInfo.
  • Added state to SParticleUpdateContext to reduce repeated computations.
  • Integration of multi-particle ParticleEmitter.EmitParticles() change.
  • Sped up emit rate/count computation in SubEmitter.EmitParticles(). Cache EmitCountScale, avoid calling GetExtent() during particle emission.
  • Removed SAnimationDesc struct from code and new AnimGraph files, following C2 behavior. Replaced with runtime functions to compute SAnimationMovement and get SAnimationSelectionProperties*.
  • Removed unused GetAnimationLength functions.
  • Adjusting view distance ratio on a few object for consistency
  • Sandbox Rollupbar resizing and "look & feel"
  • Cleaned up gamma ramp calculations, now round results correctly.
  • Prevent execution of sound creation code with an empty sound name string and display of an unnecessary error message to the log

Refactoring

  • Little simplification to tod sun shadow cascades control/removed hdr contrast control
  • Tweakable per-cascade shadow bias
  • Significantly improve shader compilation speed by replacing fxc with cryfxc
  • Move cryfxc into PCD3D11/v005
  • Adding d3d compiler dll to be complete
  • Rename %DETAIL_MAPPING back to %DETAIL_BUMP_MAPPING to maintain backward compatibility
  • Added inline tick functions to ITimer: GetTicks(), GetTicksPerSecond(), TicksToSeconds(). Removed silly virtual TicksToMillis/Nanos(). Also added GetNonFiberTicks(), which subtracts FiberYieldTime(), simplifying a lot of code. Removed redundant tick functions and members from FrameProfileSystem.
  • Movd OPT_STRUCT facilities from TypeInfo.h to platform.h. Made member and acccessor names more consistent: _Member, Accessor(), Setter(val)
  • Remove not needed ifdef GAME_IS_CRYSIS2
  • Branch refactoring
  • Update the ToolkitPro .dll inside the Tools directory
  • Removed support for deprecated fog mode. Prerequisite for coming volumetric fog enhancements.
  • Add parser support for shader interpolator arrays
  • Terrain non linear alpha blending factor support ("blend layer")
  • Updates for per-light shadow bias / lights specular was mismatching sun specular / tone mapper curve tod control / brute force dof quality mode+ resolution scale fix
  • Separates the HDR parameters and packs together with the film curve preview in the TimeOfDay dialog.
  • Increase the range of volumetric scale
  • Move light beam update to a new shader
  • Adapting 3dMouse default values
  • Validate shaders for fog and water volumes
  • Removing geom_instancing=0
  • Small tweak to vignetting texture (was a bit overkill)
  • Remove grass material pre-multiply on diffuse colour
  • Removing per art request cvdetailscale (and old cvnumlayers)
  • Moved CryCG to mingw-gcc based builds
  • Move two more textures to Engine\EngineAssets

Added

  • Added missing file that's being referenced for grenades
  • Adding scripts only RC Job

Deleted

  • Deleted StaticSymbols.cpp (obsolete)
  • Delete no longer needed test file
  • Delete depreciated Tool Box config file
  • Delete depreciated Modelling Panel file
  • Delete unused/unavailable item from equipment pack
  • Delete depreciated file (Tools -> User Commands)

Tweaks

  • Updated AsianCoaxialWeapon to use HMG weapon sounds. Lowered rate of fire for visuals to match audio.
  • Removed GAME_IS_CRYSIS2 from AI system, replaced with local define in AI system if new flight navigation should be used
  • Better facing for dynamic flash tags
  • Adjusting new script separation RC Job processing
  • Adding R_HDRBlueShift = 0.
  • Adding new glass decal controls, default values.
  • Fixed issue with unused grenade types (flash, emp, smoke) spamming console. Fixed spacing. Fixed issue with incorrectly pointing helper.
  • Removed vehicleCollisionDestructionSpeed="4" param from MH60. Was blowing up far too easily when nudging other vehicles.
  • Removed commented out CVars. Changed r_HDRRendering default to '3'.
  • Lowered grenade damage (250 -> 150). Lowered min/max radius 5/15 -> 2/10. More realistic behaviour for a frag grenade, less chance of killing yourself.
  • Keeping the joint velocities when "ragdollizing" the actor. Better for the Hit/Death Reactionsystem (death reactions).
  • Sandbox, Time of Day: More sensible default zoom settings, cleanup.
  • Added isPassengerShielded="1" to gunner seat for protection against rockets.
  • Tweaked damage and radius on vehicle explosions. Fixed issue with Abrams explosion not causing reaction (delay set to 0.2).
  • Updated path to new cloth asset
  • Updating size of glass texture atlas.
  • Changed the default TOD to suit new filmic tone mapper (r_HDRRendering 3)
  • Ensured lock pointer is NULL before attempting to lock to help track down a possible failed LockVB crash
  • Renamed CryEngine_GameCodeOnly to CryEngine_GameCodeOnly_LEGACY
  • Small code cleanup
  • Adjusting RC Job for new script processing
  • Tweak default TOD - decreased DOF settings
  • Adding ai_MNMEditorBackgroundUpdate to system.cfg to generate nav mesh in editor whilst not the primary focus
  • Removed upper limit for maximum players in multiplayer
  • R_shadowsstencilprepass const cvar set to 2
  • Removed hardcoded weapon attachment definitions, instead loaded in a data driven way.
  • Made some glass index types more explicit to help avoid errors.
  • Updated glass decal atlas - Slightly increased white-levels on larger break pattern.
  • Removed glass system cvar from multiplayer.cfg as now globally enabled.
  • Renamed CryEngine_VS10.mk to new name as well
  • Changed 0xCE 0x94 to delta
  • Added canary for CRenderObject id overflow
  • Tweak HMMWV - added dynamic light for headlights
  • Disabled the game side stealth-o-meter code in the Target Track Threat Modifier. CL676413 - !B Fixed issue where the visual stimulus would be pushed down because the outThreat wouldn't be set by the threat modifier.
  • Removed unnecessary file copy and linker flag
  • Minor cleanup of make variables
  • Reduced smart path follower look ahead distance to 0.33 meters instead of 10
  • Updated system.cfg to clarify sys_spec is only for Launcher and not for Editor
  • Cleaned GameCodeOnly solutions
  • Character shader refactoring/cleanup.
  • Update multiplayer.cfg - Removed several duplicate CVars. Removed graphics related CVars that shouldn't be MP specific and are defined in main CVarGroups (viewdistratios, etc). Removed obsolete CVars.
  • Removed unnecessary UI warnings

Fixes

  • Sandbox will now notify the designer if they are trying to "Export to Engine" while the navigation data didn't finish the processing operation. Also Launcher will load the navigation data even if there is a version inconsistency between the MNM configuration file and the exported data
  • Fix the result value returned by the RayCast in case the ending triangle is not acceptable.
  • Small fix due to renamed GetUserName
  • DX11 CBuffer Downscale Improvements
  • Disabled warning "Could not read AI Cover Surfaces" when there are no Cover Surfaces on the map
  • Crash when drawing debug information for formations
  • Fixed Entity Pool
  • Fixed GetOutputXMLFileName if empty string is passed
  • Time Of Day: Fixed creation of property nodes after re-opening the dialog box
  • Fixed: HitDeath Reactions didn't consider caused damage for explosions
  • Fixed: HitDeathReactions never checked if ragdollizing the actor is allowed
  • Fix global initialisers in x64 release builds
  • Fixed: Possible infinite loop while loading malformed Lua breakpoint information from breakpoints.lst
  • Improved Scoped Time Logger
  • Fixed potential crash in CStructInfo.FindSubVar
  • Fixed: Readded Game Token type not set correctly (always used type string, bad for network serialization)
  • Move into Compiler from typo'd directory.
  • Removed double-triangle hash on glass node initialisation.
  • Fixed a case where glass phys frags with id 0 were using garbage geometry.
  • Fixed: No Bird boids animations
  • Blend layer color input fix for vegetation
  • Crash fix for MP if no game mode is set
  • Fixed CSaltBufferArray::IsValid
  • Fixed: Missing caused damage parameter when notifying the HDR system (Collision)
  • Final fix for x64 static linking
  • Fixed: Weird living entity behavior on non terrain ground.
  • Fixed health not updated on hud
  • Fixes the issue of 'r_measureoverdraw' not working in DX11.
  • Fixed: Crash in BreakableManager
  • Fixed: Wrong path to default CGF
  • Shadow tweaks
  • Finally fixed crash in profile system when changing profile_allthreads from 0 to 1.
  •  !I potential multithreading problem with rigidbody mass recomputation
  • Enable flowgraph nodes Input:Key and Input:Action in multiplayer
  • AnimationGraph: Fix for animation randomizer not being properly called, resulting in unrandomized repetition when multiple characters enter the same state
  • Tick timing fixes and cleanup:
  • Fixed inconsistencies in CryGetTicks, QueryPerformanceCounter, and QueryPerformanceFrequency. CryGetTicks is now equivalent to QPC on all platforms, fixing some profiling results. Win32/64 use Windows QPC rather than RDTSC, as it's guaranteed thread-safe, and has acceptable performance on Profile builds.
  • Sandbox: "Inside the Time of Day window, groups of keyframes cannot be deleted." -
  • Sandbox: "Time of Day: When first opening the Time of Day, the timeline scrubber does not render/refresh"
  • Fixed: Material Picker doesn't pick correct submaterial
  • Fixed: Don't receive update item callbacks when setting the initial values in the TimeOfDayDialog
  • Fixed wrong vcproj file settings in Project.mk
  • Fix dissolving issues on sprites causing flickering
  • Sprite-model dissolving quality improvements
  • Fix up lod dissolving issues on view change
  • Dissolve improvements - distance based, cross over LODs to minimise volume differences and screen-space noise
  • Implement dissolve to-from nothing/bottom LOD/sprite
  • Fixed D3D11 staging texture leak - introduced pool of staging textures
  • Ensured that staging textures only get freed on Unlock, if they were allocated as a result of a Lock
  • Fixed log(0) FPE
  • Fixed: Footstep sounds and player water interaction not working
  • AnimationGraph: Additives Modifier will now correctly end looping animations even if multiple characters are in the same state
  • Duplicated cvar registrations
  • Compile fixes for VS2010, plus fix for long running shader servers
  • Fix shader lists being left as .tmp files if rename fails (adds same 5s retry as with delete of old .txt files)
  • Removed non-ansi characters that makes errors when building with asian locale
  • Correctly adding the mnm data file (.bai) to the level.pak
  • Renamed IUIElement to IUIObject since it conflicts with IFlashUI
  • Crashfix if shader error message occur while platform os is not initialized yet
  • Fixed DebugCallStack::FillStackTrace in 64-bit mode
  • Fixed: Expended ammo was never reset correctly when dropping/picking up the weapon.
  • Various fixes for pointer checks, missing initialisation, incorrect asserts, unhelpful log messages, bad indentation.
  • Fixed: Puppet range container was never reset. Was constantly growing inside Sandbox.
  • Alpha value now used for refractive particles on blending as well as bump scaling, for proper results with overlapping particles.
  • Fixed FPE in ParticleContainer.ComputeUpdateContext when TurbulenceSize was small.
  • Fixed correct editor set level
  • Fixed function BasicActor:InitialSetup
  • Fixed compile error in debug win32
  • Refactor instancing RT flags to reduce shader combinations
  • Fixed "ai_DebugDrawVolumeVoxels" and removed (unused) volume hidespots-related code
  • Fixed basic event hanlder
  • Fixed correct windows event handlint
  • Temporary crash fix for new glass system
  • Static analyzer warnings fix
  • Fix crash when a texture is used for rendering which was created during the precache phase
  • Fixed assert in Debug-Renderer
  • Compile fix + fix for gs tweakables not being properly set/declared
  • Ensure right view projection matrix used for waterfoginto
  • Fix Color shift bug. Renamed the generation params
  • Couple more shader compilation fixes/cleanups
  • Register class otherwise renderer will not be able to create render window
  • Don't add bullet impulse if there was no rendermesh hit
  • AI: CGoalPipeXMLReader::ParseGoalOp (COPWait does not work for XML goal pipes)
  • Fixed: Full recursive clone for archetype entities properties table
  • AI: CETHR-1075: SIGNALFILTER_SUPERFACTION always sends signal to Player (regardless of faction)
  • An issue with multiple phys areas affecting an entity
  • Fixed: Boolean properties didn't work when using external entity property handler
  • Some fixes to linked scaled physics objects
  • Fixed: Typing in new helper directions didn't update correctly the actual helper rotation in the Vehicle Editor. Only worked when rotating it in the viewport.
  • Fixed static linking of dedicated server without staticsymbols.cpp
  • Fixed mem overwrite crash in WriteVerticesIndirect, and removed implicit container count limit
  • Fix AnimGraph file compatibility with new cvar which indicates AnimDesc objects in ver 63 files.
  • Re-enabled USE_SELECTION_PROPERTIES define, as AnimationSelectionProperties required for pre-Crysis2 AnimGraph code.
  • Lightbeam Hot Fix
  • Fix shader compilation bug
  • Fixed: HitDeath Reactionsystem health thresholds were never used
  • Fixed: TacticalPointSystem AvoidCircle not working correctly
  • Fixed: Display name sometimes not set to an empty string for the Material Picker Tool
  • Removed missing files from Editor project
  • Added free_container of s_pWaterHitsMGPU to avoid level leak
  • Fixed aux geom level leak
  • Fixed memory overwrite in terrain serialisation
  • Glass depth fog correctly uses refracted depth.
  • Instancing-related shader compiler error fixes
  • Preset wasn't specified (from now on it uses "Gradient" preset)
  • Had no crytif settings: now uses preset=DiffuseLowQ
  • Had no crytif settings specified, now it's HDRReflectionsRGBK_high
  • Fixing wrong preset used, now it's HDRCubemapRGBK_highQ
  • Adds mips to noise texture
  • SetMaxWaterDepth and SetMinWaterDepth use the wrong depth value in cm. They multiply the value in meter twice.
  • Fixed invalid index buffer sizing on glass fragments.
  • Removed redundant draw attempt on glass fragments.
  • Removed double offset in DX11 DevBuffer updates.
  • Sprites popping in and out.
  • Fix juddering sprite quads
  • Initialise LOD transition state on vegetation to prevent lots of dissolves when turning
  • Cut down on sprite updates due to light info changing
  • Sprite/model lighting differences - write more upward normal for sprites to receive more ambient light.
  • LOD/dissolving issues - account for instance scale in sprite switch distance
  • LOD popping/sprite accuracy - fix editor tool to allow artists to clear rotations on vegetation
  • Fixed missing sprites if vegetation lod0 mesh is not streamed in yet
  • Default to least detailed LOD for sprite generation - Grass sprite fix with new sprite system.
  • Fixing the debug draw of the path with the MNMPathStart and MNMPathEnd tag point. It now correctly checks if the path was found to add the start and end position to the path point.
  • Allow path and raycast debug also without MNMDebugLocator and minor code adjustments for the RayCast over the MeshGrid
  • Add AlphaBlendShadows in the shader parser for the new beam shader
  • Fixed Multi-layer Navigation menu items
  • Time Of Day: Time and Speed settings are always saved - after editing and dialog closure
  • Some fixes to articulated kinematic objects
  • Fixed: ZeroG update ignores global gravity
  • Fixes path to new engine assets dir
  • X64 relese fixes
  • Fixed CullRenderer crash due to uninitialized values
  • Fixed error in devirt when providing a path with ends with a path seperator
  • Abbreviated SpecFromDiffuse shader param names so that they fit in the material editor without resizing the labels
  • Fixed inverted zoom adjustment for particle Max Distances.
  • Some fixes to player-player collisions
  • Fixed: AI Actors not triggering Area triggers
  • MD: Fixed compile issue for MotionBuider plug-ins.
  • Fixed UIInput to be usable with controller analog stick as well
  • Fixed: Invalid point access in curved editor control
  • Safety guard for potential tone mapper updates with incorrect 0..1 mapping
  • Shader compilation fixes
  • Fix shader compile error
  • Couple more compile fixes
  • Fixed: Music Graph doesn't invalidate correctly the panels after loading a new graph
  • Fix for shadows batching into scene normals alpha channel (when shadows disabled, shadows term was glossiness)
  • Don't create shaders which are requested from compressed shaders only
  • Fixed documentation of console variable "ai_DebugDrawNavigation"
  • Fixed: Possible Crash when removing material effects FG content
  • Fixed typo in rope node that was using position as U texture coordinate.
  • Removing unexisting old file from DedicatedLauncher and Launcher
  • Fixed: Crash on chainloading a level on a Dedicated Server due to not unloading the previous level before changing the game context
  • Particle Effect Enable/Disable menu commands now modify library.
  • Fixed: Opening/Closing prefab or group didn't update the prefab flowgraph list correctly
  • The following shaders/features are removed: metal, custom, rain layer

Изменения в версии 3.3.9 (билд 3410)

Major New Features

  • DX9 Parallax Occlusion Mapping (POM)
  • DX9 Screen-Space Directional Occlusion (SSDO)
  • DX9 Particle Global Illumination (GI)
  • New “Very High” graphics configuration
  • Added Scaleform support (v3.9.93)

Important Updates

  • Improved SLI/CF support
  • Improved 32-bit Editor support
  • Improved support for 5.1/7.1 surround sound setups
  • Improved support for Windows font sizes
  • Improved Sandbox UI
  • Added Visual Studio 2010 support
  • Removed Visual Studio 2008 support

Full Changelog

  • Added UI Emulator
  • Added UI Actions
  • Added sample HUD & Launcher menu
  • Fixed multi-GPU (SLI/CF) flickering issue
  • Fixed issue with NVIDIA driver support for 32-bit Launcher/Editor
  • Added new surface explosion effects
  • Restored particle lifetime curves for alpha, size, etc
  • Fixed falling leaves & ground smoke graphical bugs
  • Added and reworked existing sound reverb presets
  • Added aquatic plants
  • Fixed seagull boid error
  • Cleaned up and reworked weapons project (sounds, structure)
  • Cleaned up and reworked environment project (sounds, structure)
  • Fixed LODs of beach trees
  • Added LODs for various vegetation assets
  • Added new assets for Forest level rework
  • Reworked Forest level & improved quality of level, including assets, terrain, area shapes, etc
  • Added POM textures for Forest
  • Added new destroyed texture for vehicles
  • Fixed tire explosion sound
  • Fixed red dot for Rocket Launcher not working
  • Updated props prefab library with many houses included interiors
  • Improved soil & wood impact effects
  • Updated ocean material for Forest
  • Improved Flowgraph Debugger (Support for Breakpoints)
  • Improved surface effects for vehicles
  • Refactored vehicle pfx and vfx libraries
  • Fixed empty Rocket Launcher effects
  • Improved SCAR muzzle flash
  • Added SCAR loop tail sounds
  • Added AI character Civilian, behavior "Wander between points of interest"
  • Added boost functionality to all vehicles
  • Improved house/barrel LOD quality
  • Added support for AI territories & waves for vehicles
  • Adjusted vehicle debris pooling to improve memory management
  • Added more control over XYZ detail material slope
  • Fixed vegetation bending issues
  • Fixed crash when using light shapes
  • Fixed bi-directional rotation params for particles
  • Fixed stack overflow issue for Win x64
  • Fixed level heap violation associated with level unload, temp surfaces and fog volume containers
  • Many adjustments to the sound system
  • Many adjustments to voxel system
  • Fixed crash on Launcher start-up and ALT+TAB functionality
  • Fixed LOD loading bug
  • Further improvements to Asset Browser
  • Fixed geometry issue with light objects
  • Fixed potential crash if no top animation exists in layer for hit death reaction
  • Fixed crash if no raycaster exists anymore
  • Fixed potential issue when animation controls an entity directly
  • Fixed potential crash in renderer
  • Fixed DOF linkage error
  • Fixed DX9 vertex decl. issue
  • Added Mute button to Sandbox UI
  • Fixed incorrect texture reference in default vehicle lights
  • Fixed fakeLight property not working for vehicle lights
  • Fixed terrain SetWaterLevel not updating water level in physics
  • Fixed environment probe crash
  • Fixed issue with Rocket Launcher only dropping after projectile had been destroyed
  • Enabled terrain shadow casting on all specs except Low
  • Re-enable Fresnel tweaking for water
  • Enable dynamic textures and projector texture
  • Fixed issue with non-actor entities not receiving hits
  • Fixed Character Editor crash when using Morph Targets
  • Fixed projection problems with bump map decals applied on vegetation objects
  • Fixed issue with pickable items and AI weapons
  • Fixed boid animations
  • Made several adjustments to boid code
  • Fixed issue with under water sound mood
  • Fixed particle issue when TurbulenceSpeed < 0
  • Fixed rare Editor crash
  • Improvements to rigid entity / fluid interaction
  • Fixed close attack issue with AI losing sight of player
  • Fixed rare issue where using "Save As" in Editor resulted in the .cry file being deleted if an error occurred
  • Improved ocean particle interaction based on wave height
  • Added ability to define tire explosion particle effects (instead of being hard coded)
  • Added ability to define custom params for Rocket Launcher RDS (instead of being hard coded)
  • Updated FMOD (4.38.04) binaries - Fix for 5.1/7.1 surround sound crash
  • Fixed memory leak in Editor
  • Improved emitter debug bounding box drawing, scales correctly, alpha support, etc.
  • Improved vegetation profiler
  • Allow water volumes to be turned on / off
  • Improved scope view for Rocket Launcher
  • Fixed crash for using Windows Font > 100% in size
  • Fixed shadow disappearing when light props are modified
  • Fixed 3rd person camera reset when changing seats in vehicles
  • Fixed crash when using broken_mtl option in surface type
  • Fixed issue with voxel LOD seams
  • Fixed hot reloading of animations in Character Editor not working
  • Fixed animation events at 0.0f not triggering
  • Fixed updating of current ammo pool on ammo pickup
  • Updated latest EAX code
  • Fixed Animation System Assert on startup (last unloading of DBA)
  • Fixed Animation System Assert in PoseBlenderAim
  • Fixed Focus and confine cursor problems in the Launcher
  • Fixed issue with LookIK
  • Fixed Time of Day synchronisation
  • Fixed infinite ammo bug
  • Fixed white spec on the rocket launcher scope glass and renamed ids
  • Fixed ammo pool not updating on pickup ammo
  • Added some missing textures spec & ddn
  • Fixed rendering bugs related to vegetation wind
  • Changed pfx modifications to use only one library. Now all weapons use the weapon_fx.xml
  • Adjustments to civilian AI & reaction to the player
  • Updated MaxCryExport: disable export of vertex animation by default
  • Fixed VehicleLights flownode not working
  • Added ScriptBind and FlowNode for loading TimeOfDay files
  • Fixed Crash on opening WheelMaster dialog in the Vehicle Editor
  • Fixed Vehicle Editor crash after closing WheelMaster dialog
  • Fixed AI Debug Draw TagPoints
  • Fixed Starting 2 material effects while using melee attacks ("No Surface Type") and wrong direction
  • Updated bullet effects for most surfaces
  • Improved dock area assets, collision proxies, LOD’s, scale of objects
  • Fixed collision issue on lower area of light house
  • Added multiple improvements to decal assets quality
  • Added new TOD Street light prefab
  • Added Tractor sample asset
  • Updated Resource Compiler
  • Renamed BehaviorSelectionTree to SelectionTreeEditor
  • Adding Auto Backup option in the File menu to easy enable/disable the auto backup of the level
  • Updated XT Toolkit
  • Being able to start animations from Lua with animation driven motion
  • Rename DefaultVehicle to EmptyVehicle
  • Updated Editor tips
  • Improves the filter edit control behavior in the node tree pane of TrackView by allowing a tab-switch of current matches
  • Added ability to change order of track events in the ‘Edit Events’ dialog
  • Added quick access for Entities using the Animated Character Extension in the context menu
  • Improved civilians reaction to player
  • Allow moving keys to the time between 0 and the sequence start time.
  • Maya: Validate message control system. Allow some validation messages to be disabled by the user
  • Maya: Getting UDP from bone geometries into the game
  • Point Light Shaft Properties added to light entity
  • Audio Caching for Items
  • Added possibility to check for matching rows/colums and wrong ordering in Material Effects with setting mfx_debug to 3
  • Collada: Changed the rotation from Y-up to make the facing correct
  • Added ScriptBind and FlowNode for loading TimeOfDay files
  • Remove old key dialogs from TrackView
  • Updated the SDK character model
  • Maya: Plugin version update
  • Improve the naming of director nodes in TrackView
  • Fixed Terrain collision enabled icon being backwards
  • Fix broken undo/redo of keys and splines after redo adding a entity to TrackView
  • Improved default lighting setup in Character Editor and Animation Graph Editor
  • Launcher: Level.cfg are now loaded
  • Fixed picking an object inside a group/prefab not working
  • Fixed Autostarting a TrackView sequence doesn't hide the player
  • Fixed two-handed pickups
  • Re-factored graphics configs and removed redundant CVars

Vehicle Updates

Speedboat

  • Tweaked material & fixed surface type errors
  • Many adjustments to damage behaviors and effects
  • Improved wake/spray effects
  • Improved 1st and 3rd person cameras
  • Added ability to custom define wave effect in XML file (instead of being hard coded)

Abrams

  • Added gun overheat effect for Abrams, fixed errors
  • Updated Abrams material
  • Fixed faulty left tread
  • Added recoil animation for main cannon
  • Many adjustments to damage behaviors and effects
  • Added new sounds and states (engine stop, exhaust smoke puff, etc)
  • Increased main cannon damage, improved effects & sounds
  • Added lights to Abrams
  • Tweaked main cannon projectile to be visible
  • Added MP modification to Abrams to give separate driver/gunner control
  • Fixed inaccurate Abrams damaged model

MH60 Blackhawk

  • Fixed decal issue & made general improvements to material
  • Added new texture for downwash effect & improved environment interaction effects
  • Many adjustments to damage behaviors and effects
  • Added navigation lights toggle
  • Added new sounds and states (engine stop, exhaust smoke puff, etc)
  • Fixed control issue when helicopter is at its highest limit
  • Fixed controls locking up when using gamepad
  • Improved handling of rotor animation, uses engine animation, not hard coded
  • Added ability to adjust velocity damping via XML instead of hard coded

HMMWV

  • Updated HMMWV material
  • Many adjustments to damage behaviors and effects
  • Improved surface interaction and effects
  • Many tweaks to vehicle handling, performance & environment interaction
  • Improved 1st and 3rd person cameras

Изменения в версии 3.3.7 (билд 2572)

  • Добавлена возможность сохранения уровней в папку Projects для использования с базой данных проектов на CryDev.
  • Добавлено резервирование выхода, для предотвращение ошибок «Account Locked».
  • Добавлена гибкость для входа, разрешены некоторые символы для полей имя пользователя/пароль.
  • Добавлена возможность пользователям CryDev загружать любые уровни с помощью лаунчера.
  • Добавлена поддержка сборки GameDLL с помощью Visual C++ Express.
  • Добавлена возможность игроку переключать сидения в некоторых транспортных средствах.
  • Добавлен нод Time:FrameDelay, чтобы задерживать действия на один кадр.
  • Исправлены некоторые вылеты при входе и выходе.
  • Исправлен вылет при создании новых уровней.
  • Исправлен редкий вылет при удалении представления в Animation Graph, также были выполнены некоторые другие изменения и регулировки в Animation Graph.
  • Исправлен редкий вылет, если звуковая система отключена.
  • Исправлены некоторые предупреждения/ошибки специфичные для 64-разрядной системы.
  • Исправлена ошибка связанная с мышкой и разрешением экрана в лаунчере.
  • Исправлена ошибка когда И. И. не мог садиться в транспорт.
  • Исправлена ошибка с Material Editor, который переходил не к тому материалу, который указал пользователь.
  • Исправлена ошибка с инструментом Road, который выравнивался не корректно при изменении ландшафта.
  • Исправлен слой «Frozen».
  • Исправлена невозможность загрузки HMMWV в Vehicle Editor.
  • Исправлена ошибка с материалом WaterVolume, который не отображал пульсацию воды.
  • Исправлены некоторые смещённые объекты в примере Forest.
  • Выполнены некоторые регулировки в системе частиц.
  • Выполнены некоторые исправления в системе И. И..
  • Выполнены некоторые изменения в режимах стрельбы оружия и другие настройки оружия.
  • Улучшена поддержка CryTif (64-разрядные и более новые версии Photoshop).
  • Выполнены регулировки в редакторе Flowgraph.
  • Отрегулировано всплывающее окно при запуске Sandbox, связанное с ошибкой NtfsDisableLastAccessUpdate, теперь пользователи могут проигнорировать это предупреждение или применить исправление реестра.
  • Исправлена не корректная работа TimeofDayTrigger и зацикливания ToD.
  • Исправлена работа с 16-битными изображениям с плавающей точкой, когда всегда генерировался DXT5 вместо DXT1.
  • Отрегулирована стрелка/иконка точки спавна.
  • Исправлена ошибка с перекрытием нескольких WaterVolume.
  • Множество исправлений/улучшений в экпортёре Maya.
  • Некоторые обновления в примерах транспорта — Abrams Tank и MH60 Blackhawk.
  • Отрегулированы настройки motionBlur для получения лучшего результата.
  • Добавлена некоторые дополнительные новые ресурсы в уровень Forest, включая такие вещи, как звук капающий воды, звуки для падающих обломков, и т. д.
  • Выполнено некоторое благоустройство на уровне Forest, включая новые текстуры, дополнительные объекты, новые материалы, и т. д.
  • Обновлены камни для улучшения коллизии.
  • Добавлен Boid «rooster» (петух) с анимациями.
  • Обновлены анимации Boid «turtle» (черепаха).
  • Добавлены LOD для некоторых ресурсов, труб, железнодорожных путей, стоков, и т. д.
  • Улучшены некоторые эффекты частиц, включая удары пуль/воды.
  • Добавлены файлы 3ds Max для железнодорожных путей.
  • Добавлены новая низкодетализированная текстура для ландшафта.
  • Добавлены некоторые новые разрушаемые объекты и заменены фонарные и электрические столбы на уровне Forest разрушаемыми аналогами.
  • Добавлен новый ресурс outdoor toilet (туалет) для уровня Forest.
  • Добавлены анимации подбора, выбора и броска.
  • Выполнены некоторые регулировки в Asset Browser.
  • Исправлено: Потенциальный вылет, если не было указано название статичной детали транспорта. Добавлены предупреждения с пояснениями при проблемах с деталями и транспортом.
  • Исправлен вылет при закрытии Vehicle Editor, в случае если в него загружен HMMWW.
  • Части разрушаемых объектов теперь не всегда скатываются в воду (применяется объект «kwater» даже если он не установлен).

Изменения версии 3.3.6

Рендер и движок 3D

  • Исправлено: Ошибка рендера при включении «Use Terrain Color» у растительности.
  • Добавлено: Поддержка скриншотов высокого разрешения.
  • Исправлено: Мерцание теней по всему уровню.
  • Исправлено: Проблемы с перезагрузкой материала в движке.
  • Исправлено: Артефакты сглаживания поверхности океана, специфичные для ATI.
  • Исправлено: Пульсация воды.
  • Исправлено: Максимальное заполнения пиксела частиц теперь привязано к размеру экрана – члены m_Wdith / m_Height перемещены в SParticleRenderContext.
  • Исправлено: Небольшой баг частиц с анимированными текстурами.
  • Исправлено: Некорректное позиционирование частицы с MoveRelEmitter при начальной эмиссии.
  • Исправлено: Продолжительность звука частицы: не зацикленные звуки теперь всегда вопроизводятся до конца. Импульсные эмиттеры не убивают звуки раньше, чем надо.
  • Исправлено: Восстановлена возможность скрывать частицы для спавна видимых частиц второго поколения, исправлена семантика IsActive.
  • Исправлено: Упрощён ParticleEmitter.GetMaterial, удален не нужный ParticleEffect.FirstActive.
  • Исправлено: Разрешена сериализация/вставка эффектов частиц без номера версии; вставляются лишь переименованные частиц без предыдущих имён.

CryCommon

  • Исправлено: Потенциальный вылет при использовании CryString.swap().

CryPhysics

  • Исправлено: Масштабирование тканей (Cloth).
  • Улучшены параметры симуляции верёвки (Rope).
  • Исправлено: Разрешено масштабирование в режиме ограничения ePT_Fixed.
  • Исправлено: Проблема с тканями без коллизия (thickness 0).
  • Исправлено: Некоторые проблемы с предвычесленными частями коллайдера верёвки.

CrySoundSystem

  • Исправлено: Неправильное расположение Sound Listener в редакторе Sandbox вне режима игра.
  • Добавлено: Дополнительная информация о том, какие события звука были не найдены.
  • Удалены устаревшие CVar: pl_FootstepSoundsNormalized и pl_AnimationTriggeredFootstepSounds.
  • Исправлено: Невозможность правильно воспроизвести событие звука.

CryAISystem

  • Улучшено: Манёвренность автомобилей.
  • Исправлено: Транспорту разрешено регенировать пути в дороге.
  • Переименован CPipeUser::m_IsSteering в CPipeUser::IsSteeringAroundObstacle в целях предотвращения путаницы при реинжиниринге кода маневрирования автомобилей.
  • Добавлено: Возможность переключить к отладочному рендеру И.И. во время выполнения (рантайм).
  • Заменено: «typedef unsigned tNavCapMask;» на «typedef uint32 tNavCapMask;».
  • Исправлено: Отладочная отрисовка сетевого И.И. (Network AI Debug Draw): Переведено с типа size_t на uint32.
  • Исправлено: Отладочная отрисовка сетевого И.И. (Network AI Debug Draw): Добавлена поддержка порядка байтов от старшего к младшему (big-endian).
  • Исправлено: Не используется отладочная отрисовка сетевого И.И. на выделенному сервере при выпуске (Release).
  • Исправлено: Закомментированы устаревшие CScriptBind_AI::GetGroupTarget и CScriptBind_AI::GetGroupTargetCount.
  • Исправлено: Прекращено использование не поддерживаемого goalop «usecover».
  • Удалено: Не используемые переменные восприятия (perception) И.И.
  • Исправлено: AI Actor (И.И. актёр) должен обрабатываться как удаленный клиент.
  • Исправлено: И.И. пулемётчиков на транспорте не всегда стреляет по вам после нагрузки на ЦП, из-за того, что их транспорт не правильно игнорирует тесты зрения.
  • Исправлено: Отладочная отрисовка И.И. (AI Debug Draw).
  • Исправлено: Отладочный рендер И.И. (AI Debug Renderer) отсутствовал в редакторе Editor перед запуском игры.
  • Исправлено: Проблема обратно перемещения в COPTrace::ExecuteManeuver.
  • Исправлено: После контрольной точки перезагруженные враги прекращали отслеживать цель гораздо быстрее, чем должно быть.
  • Исправлено: Патрульный вертолет мог иметь неправильный А.И..
  • Исправлено: PlayerSensor и WeaponSensor работают, если ввод сущности изменён во время выполнения.
  • Исправлено: Вылет в CTacticalPointSystem::BoolPropertyInternal.
  • Исправлено: Покрытие поверхности сообщало ошибку, если отсутствовал BAI-файл. Явно указывает, что файл должен быть регенерирован в случае необходимости.
  • Исправлено: FlowNode вычитывал положение на экране вне позиции сущности.
  • Исправлено: Улучшено отображение задачи И.И. (в AI Debug Draw): теперь отображаются все активные цели, а не только последние выполненные.
  • Исправлено: InsertSubPipe может повторно вызвать GoalOp при возвращении.
  • Исправлено: ScriptBind: Добавлены константы «InsideRange» и «OutsideRange»
  • Исправлено: Спам консоли CGoalPipe::PushGoal - пытается вытолкать goalop «usecover».
  • Исправлено: Goalop COPWait.
  • Исправлено: Сериализация goalop «timeout».
  • Исправлено: CGoalPipe::PeekPopGoalResult().
  • Исправлено: Goalop Wait (даже XML) должен быть всегда блокирован и сгруппирован.
  • Исправлено: Потенциальный вылет в DelayedPipeSelection::DelayedPipeSelection.
  • Исправлено: DelayedPipeSelection::DelayedPipeSelection.

Система сущностей

  • Улучшено: es_DrawProximityTriggers показывает включение/выключение и вход/выход.
  • Исправлено: Нод Entity:EntityInfo может проверять, является ли сущности также И.И. объектом.
  • Исправлено: Проблема полупрозрачности у es_DrawProximityTriggers.

CryAction и GameDll

  • Исправлено: Сериализация состояния оружия.
  • Улучшено: Некоторые косметические изменения для pAIVisualDebugRenderer в CCryAction::ConnectCmd и CCryAction::DisconnectCmd.
  • Исправлено: Улучшен нод FlowActorSensor.
  • Добавлено: Функция для получения ZoomModeName в IWeapon.
  • Добавлено: UIManager (одноэлементный доступ ко всему игровому коду относящемуся к классам UI).
  • Исправлено: Изменён HUD UIAction для использования нода FlowActorSensor.
  • Исправлено: Изменён HUD для отображения правильного сообщения о смерти (не отображалось в режиме зрителя).
  • Добавлено: Ноды Minimap в FlowMinimapNodes.
  • Добавлено: Функция обратного вызова OnZoomChanged в IWeaponListener.
  • Добавлено: Нод WeaponSensor.
  • Исправлено: AIActions также выводит сообщение, если есть несохранённые изменения.
  • Добавлено: Отображение собственного изображения при загрузке уровня.
  • Добавлено: Новый нод для помощи в настройки MC в пространстве экрана (0-1).
  • Исправлено: Запрет паузы в MP.
  • Исправлено: Ноды UI сбрасывают все события, использованные в FG UIAction, которые находятся в стеке событий.
  • Исправлено: Команда gfx_reload_all.
  • Исправлено: AI Actor не использовали код прогнозирования игрока.
  • Исправлено: Вылет в ноде FlowActorSensor.
  • Исправлено: Нод FlowWeaponSensor Node для получения правильного названия режима масштабирования.
  • Исправлено: Потенциальный вылет при открытии Flowgraph.
  • Исправлено: Отмена регистрации FlowWeaponSensor из IItemSystem при выгрузке уровня.
  • Исправлено: UIActionEvents, если отсутствует XML-файл уровня.
  • Исправлено: Подбор разрушенных частей.
  • Исправлено: Клиент не мог перезапустить сессию MP.
  • Исправлено: Неправильный эффект «muzzle flash» при виде от первого лица.
  • Исправлено: Небезапосный метод сброса событий UI в FG.
  • Исправлено: Нод LocalPlayer не вызывает вывод, если ID игрока изменяется.
  • Исправлено: HUD UIAction для MP.
  • Исправлено: Клиент не отображался на сервере при первом спавне.
  • Исправлено: Здоровье клиента более 100 при первом спавне.
  • Исправлено: Значение здоровья, возвращенное из FlowActorNode было int, а не float.
  • Исправлено: Вылет в CanPerformPickUp.
  • Исправлено: «Горячие» исправления сети.
  • Исправлено: Отключена активация слоя в MP.
  • Исправлено: Вызов IGame:Shutdown даже если «ExitOnQuit» равен 1.

Скрипты

  • Обновлено: DestroyableObject.
  • Добавлено: Не доступные в Sandbox свойства DeadBody.
  • Исправлено: Настройки системы фолей и шагов (Foley and footstep).
  • Исправлено: Добавлены звуки для Grunt_x.
  • Улучшено: Оружие: Binoculars, RocketLauncher.
  • Обновлено: Game/Scripts/AI/Coordination/Coordination.lua.
  • Исправлено: Изменена стандартная модели сущности «Door», чтобы была дверь, а не сфера.

Редактор Sandbox

  • Рефакторинг: Система уведомлений об изменеия файла, теперь также сообщает о изменении типа и пропускает повторяющиеся уведомления.
  • Удалено: «Browse for Layer Texture», больше не поддерживается.
  • Исправлено: Изменён FileChangeMonitor для использования 32-битного счетчика тактов.
  • Исправлено: Добавлено контекстное меню для всех объектов в окне проекции редатора. Добавлены следующие пункты: «Show in Asset Browser» и «Properties».
  • Удалено: Неиспользуемые элементы UI из Asset Browser.
  • Добавлено: Новая система обработки файлов, не связанная с уровнем.
  • Улучшено: Надёжность системы за счёт исключения неверных данных перед обновлением данных отображения.
  • Удалено: Флажок «Use Custom Terrain size» из диалогового окна «Create new level».
  • Удалено: Кнопка «X», неправильно функционировавшая в Asset Browser.
  • Исправлено: Несколько утечек в File Change Monitor, также добавлен clear() в MTQueue.
  • Исправлено: Размер PropertiesPanel.
  • Исправлено: Синхронизация облаков в LiveCreate.
  • Исправлено: Горячие обновление консоли для CGF.
  • Исправлено: Вылет, когда Sandbox открыт с редактором материалов.
  • Исправлено: Аннулирование HyperGraphNode без изменения состояния «модификации».
  • Исправлено: Потенциальный вылет при обновлении кисти солида.
  • Исправлено: Вылет при скрытии и удалении солида.
  • Исправлено: Вылет при настройки материала Updating Mesh в редакторе солидов.
  • Исправлено: Ошибка макета MaterialEditor при двукратном SwitchingUI (элементы управления удадяются, но потом не воссоздаются).
  • Добавлено: Сокращения клавиш для пунктов Enable и Enable All в контекстном меню частицы.
  • Исправлено: Всплывающая подсказка теперь показывает значение с 3 цифрами меткости вместо 2, точное 8-битное квантование.
  • Исправлено: Баг с выпадающем меню Surface Type, теперь в списке в Particle Editor перечислены все типы.
  • Исправлено: При сохранении библиотек создаётся бесполезная папка Libs/ в корневом каталоге.

Экспортёр 3ds Max

  • Добавлено: Интерфйес MaxScript ддя лога экспортёра.
  • Исправлено: Отключена замена окна сообщений при вызове из MaxScript.
  • Исправлено: Настройка списка узлов «set_bone_list» актуальна.
  • Исправлено: Вылет после сброса сцены.
  • Исправлено: Анимация - Окно «Subrange» не остаётся открытой при уходе с вкладке «Utilities».
  • Исправлено: Анимация - Невозможность изменеия размера окна «Subrange» затрудняет работу с длинными именами.
  • Исправлено: CrySkin выбрасывает 3ds Max при копировании/вставки в другой объект.
  • Исправлено: Диалог NamedRanges не внедрён в CNamedRangesDialog.
  • Исправлено: Выделение костей всегда сбрасывается при щелчке по косте в списке костей.
  • Исправлено: Некоторые текстовые метки в CrySkin были не верны из-за конфликтующих идентификаторов строковых ресурсов. ID ресурса MaxCryExport поднят до 2000.

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