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Very Hot Topic (More than 25 Replies) New commands and functions in 227 (Read 125590 times)
Smirftsch
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Re: New commands and functions in 227
Reply #240 - Jul 20th, 2016 at 6:01am
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added a new option ContinuousKeyEvents as a client setting to enable old behavior to continue running when typing
  

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Smirftsch
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Re: New commands and functions in 227
Reply #241 - Jul 20th, 2016 at 6:02am
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UED2.1:
added it to create "exe name".ini and "exe name".log, while I have to admit I always hated to have UnrealEd.exe but Editor.log anyway. So in future it's UnrealEd.log as default.
also added UEDINI=bla.ini ability, to add as commandline parameter (or shortcut that is), for multiple setups.
  

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Smirftsch
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Re: New commands and functions in 227
Reply #242 - Jul 20th, 2016 at 6:04am
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Players often share URLs via game chat. We can open a hyperlink by clicking on its area in the console. Unfortunately, URLs that begin with https:// are not clickable (in contrast to http://).

Added/fixed by MK.

Now supported prefixes:
mailto: (new)
http://
https://
ftp:// (new)
www.
ftp. (new)
unreal:// (new)
  

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Smirftsch
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Re: New commands and functions in 227
Reply #243 - Jul 20th, 2016 at 6:11am
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Added XOpenGL OpenGL3 / OpenGL4 renderer

Note: You need to have at least an OpenGL 3.3 capable card to use this renderer!

Details below from the UT-Build which is a shared development for both Unreal 227j and UT, except that the render device is having some more performance optimizations in 227 and support for (fake) bumpmapping.

Version 1.0.0.9
Revision history:
Added OpenGLVersion option, to switch between OpenGL3.3 Core and OpenGLES3.0, some (low end) graphics card rather support GL ES than 3.3 Core, also performance may differ for these. Some OpenGL extensions like UseBufferInvalidation are unavailable for ES though.
Moved some intensive calculations into shaders (GPU) in order to reduce CPU usage quite some, this will increase overall performance especially for weaker CPU's when using XOpenGL.

Version 1.0.0.8
Revision history:
Fixed hopefully remaining fogging issues, fixed some performance issue causing very short stuttering sometimes,  fixed some memory cleanup issue. Shader cleanups, using a global include now.
Thanks to han, sharing experience and code, I was able to integrate full support for UED.

Version 1.0.0.7
Revision history:
Fixed some fogging issues in combination with PolyFlags such as Masked, Translucent, Modulated. Some shader fixes. As a first renderer ever in UT (I think?) I added support for DetailTextures on Meshes (yes, also UT uses this quite some on Meshes originated in Unreal). Added "GenerateMipmaps" option, which will replace the original mipmaps with newly by OpenGL created mipmaps in order to improve visual quality, especially in SkyBoxes. However, still testing this feature, so it's false by default. Feedback welcome.

Version 1.0.0.6
Revision history:
Fix for some drivers/graphic cards crashing on startup when trying to compile shaders with an uint error message.

Version 1.0.0.5
Revision history:
Color adjustments, Gamma adjustments, fixed Meshes always unlit, fixed some issues with fogging. Gamma won't affect desktop brightness anymore.

Version 1.0.0.4
Revision history:
fixed some problem with rendering PF_TwoSided, fixed some issue with DrawComplexSurface texturing (i.e. with DetailTextures). Some brightness adjustments

Version 1.0.0.3
Revision history:
Fixed the Z problem in "Character creation", added "NoAATiles" option, added "NoBuffering" option (for bugtesting only, severely hurts performance, but can be disabled in order to identify possible problems with it), added "UseBufferInvalidation" option (OpenGL4 capable cards only), fixed duplicate DetailTextures entry, the mirror problem and it seems the bleeding in the skybox as well. Fixed some rendering issue with PF_TwoSided causing weird color distortions. Also changed some fog setting, but needs some testing yet.

Version 1.0.0.2
Revision history:
Fixed some gamma issue, added an updated WinDrv.dll to fix the fullscreen issue, also including RawHID mouse support.

Version 1.0.0.1
Revision history:
This is the first build of an entirely new and written from scratch OpenGL3 / OpenGL4 renderer. All functions currently in use are OpenGL3 yet though.

Known issues: for some reason switching fullscreen resolution fails until toggle fullscreen or restart.
  

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Smirftsch
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Re: New commands and functions in 227
Reply #244 - Jul 20th, 2016 at 6:59am
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added Exp and Exp2 fog mode as new DistanceFog equation modes
( see here: https://msdn.microsoft.com/en-us/library/windows/desktop/bb324452%28v=vs.85%29.a
... ).
  

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Re: New commands and functions in 227
Reply #245 - Jul 20th, 2016 at 7:06am
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changed/added to
native(237) static final function int    Asc    ( string S, optional int Pos );
...
//  Determining if a string Str starts with other string SubStr.
native(392) static final function bool StartsWith(coerce string Str, coerce string SubStr, optional bool bCaseInsensitive);
  

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Masterkent
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Re: New commands and functions in 227
Reply #246 - Feb 12th, 2017 at 6:42pm
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Verified function Asc: it seems to work properly.

Checked function StartsWith: the current implementation is incorrect. The function always performs case-insensitive comparison despite the value of bCaseInsensitive, and the result is negated (true is returned instead of false and vice versa). The following assertions shall hold:

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	assert(StartsWith("abcd", "abcd"));
	assert(StartsWith("abcd", "abcd", true));
	assert(!StartsWith("abcd", "bacd"));
	assert(!StartsWith("abcd", "bacd", true));
	assert(StartsWith("abcd", "abc"));
	assert(!StartsWith("abcd", "bcd"));
	assert(!StartsWith("abc", "abcd"));
	assert(!StartsWith("abc", "AbCd", true));
	assert(!StartsWith("abcd", "AbCd"));
	assert(!StartsWith("abcd", "AbCd", false));
	assert(StartsWith("abcd", "AbCd", true));
	assert(StartsWith("abcd", ""));
	assert(StartsWith("abcd", "", true)); 

  
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Re: New commands and functions in 227
Reply #247 - Feb 16th, 2017 at 8:55am
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should do it now- at least the asserts are not triggering Tongue
  

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Re: New commands and functions in 227
Reply #248 - Aug 7th, 2017 at 10:35am
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Enhanced:
UED2.1 Brush Scaling and Brush Stretching to Actor Scaling and Actor Stretching
  

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Re: New commands and functions in 227
Reply #249 - Aug 7th, 2017 at 10:39am
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Updated Linux SDL to SDL2Drv.

Linux: Added SDL2 store window position

Added Linux ARM port.
  

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Re: New commands and functions in 227
Reply #250 - Aug 10th, 2017 at 11:03am
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added missing import parameter BUMPTEX= and BUMP= (like DETAILTEX= or DETAIL=) for textures.
  

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Re: New commands and functions in 227
Reply #251 - Oct 9th, 2018 at 6:52pm
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.:..: wrote on Jun 7th, 2013 at 7:08am:
Added some new features:
  • Variable keywords "EditInLine" and "AutoDestruct" which will do the following:
    EditInLine lets you create new objects of desired metaclass and edit its variables in properties window, looks like this: www.klankaos.com/downloads/Properties.jpg
    AutoDestruct will destroy and cleanup the object instantly from memory when actor is destroyed. This way you can store additional data on objects for actors and have it released from memory as actor dies.
  • Any object or class variables have a dropdown box to select from a reference in memory (in properties window).
  • Added new function for ScriptedTexture: DrawPortal, it uses software render device to draw a portal from any point in level on a texture (and works really fast).
  • Added PostTouch/PendingTouch functionality from UT as-well.

Is this for the 227J version?
  

Warning: SubSystem is not Initialized or Shut Down
---
I am sorry for my english...
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Re: New commands and functions in 227
Reply #252 - Oct 11th, 2018 at 5:47am
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yes, pretty much anything added after release date of 227i is Smiley
  

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Re: New commands and functions in 227
Reply #253 - Oct 13th, 2018 at 11:58pm
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Smirftsch wrote on Oct 11th, 2018 at 5:47am:
yes, pretty much anything added after release date of 227i is Smiley


At what point would you consider releasing 227j?  In other words,  would you release it before a major change to Unreal, setting up a base point for further work?

Just curious ...  Roll Eyes
  
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Re: New commands and functions in 227
Reply #254 - Oct 14th, 2018 at 11:21am
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I do want to release it asap, but there is still quite some things on my list and during the last weeks I didn't have any time to work on it due to some RL obligations.
There are no real "critical" issues anymore as far I can tell from the feedback of the testers, but it's hard to just stop working on it as long as you know there are still some issues people want to see fixed...
  

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