Oh sorry, nearly forgot about that.
- new Base Render to have additional basic render passes used for additional Rendering of new Sprites and later StaticMeshes, Shaders, Particles, Foliage
- new Sprite Render System (Coronas, Extended Sprites, Lensflares) with partial Unreal Engine 2 Texture Modifier Support (TexRotator, TexScaler etc. ... TexPanner in future Releases) + in-Editor Realtime Preview Support
- numerous new Native Functions for sdkObject / sdkActor
- overhauled sdkCanvas (some new Functions, some old simplified / optimized)
- minor fixes on the whole Source Code to get it working in newer Visual Studio C++ Versions (mainly switched to Visual Studio C++ 2008 due to unsolvable troubles with SSE 2 in VS C++ 6)
- minor improvements for the Dynamic Array and Multi Timer Support
- some new Unreal Script Features
- new LevelInfo Actor to handle new Actors in future releases (important: holds VehicleList, EmitterList, PostProcessList, GraphicsActorsList and such stuff)
- first time detailed documentation (some illustrated PDF documents)
- started work on Volume System, Post Processing System and Particle Engine
- basic concept / code for Render To Texture Support
Yeah that's it for this release as far as I can remember.
For the next release I mainly focus on the Post Processing System, improvements on the Sprite Render and Alpha Build of the C++ Particle Engine
//edit: May one of the Moderators change the thread title to "Unreal Tournament SDK" please? the old title is somewhat... out dated
- new Base Render to have additional basic render passes used for additional Rendering of new Sprites and later StaticMeshes, Shaders, Particles, Foliage
- new Sprite Render System (Coronas, Extended Sprites, Lensflares) with partial Unreal Engine 2 Texture Modifier Support (TexRotator, TexScaler etc. ... TexPanner in future Releases) + in-Editor Realtime Preview Support
- numerous new Native Functions for sdkObject / sdkActor
- overhauled sdkCanvas (some new Functions, some old simplified / optimized)
- minor fixes on the whole Source Code to get it working in newer Visual Studio C++ Versions (mainly switched to Visual Studio C++ 2008 due to unsolvable troubles with SSE 2 in VS C++ 6)
- minor improvements for the Dynamic Array and Multi Timer Support
- some new Unreal Script Features
- new LevelInfo Actor to handle new Actors in future releases (important: holds VehicleList, EmitterList, PostProcessList, GraphicsActorsList and such stuff)
- first time detailed documentation (some illustrated PDF documents)
- started work on Volume System, Post Processing System and Particle Engine
- basic concept / code for Render To Texture Support
Yeah that's it for this release as far as I can remember.
For the next release I mainly focus on the Post Processing System, improvements on the Sprite Render and Alpha Build of the C++ Particle Engine
//edit: May one of the Moderators change the thread title to "Unreal Tournament SDK" please? the old title is somewhat... out dated
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