Found binaries at OneDrive
HBF)
- Many enemies can now follow a path
- New enemy BouncingLaser
- Now boomerang does some curve
- Turrets won't shot if there is a wall in between
- Fixed TWeird when moving fast
- When an enemy is inside a bubble it won't kill hero
- New SonicBomb item
- Now any tile can be disintegrated
- New achievement break a glass
- Collision top now also check for slopes
- Ray was painting surface even if not visible
- TPathHelper now also works in pixels
- New property GameSprite.ItemsLayer since it is heavily used
- Now TWeb disappear with alpha
- Some map changes
- TGhost animation was not always correct
- New TSegment enemy
- Fixed a bug selling items
- New TGameSprite.Coins property
- New achievement "find all fruits"
- New fruit items
- New enemy TBasement that can launch missiles
- Now TGmeSprite.Explotion() is more versatile
- New TDoubleTurret
- New test map so that new entities cab easily be tested
- In debug mode one can create new entities on the fly
- New TBezierEnemy
- Some services are preloaded as properties in TGameSprite
- TGameSprite.GetCollisionData() does include himself as item
- New THoming missiles
- New TRobot enemy
- Edit window now shows a blinking cursor
BB)
- Non cached surfaces are created in default pool
- Surface hash is calculated when creating the texture so no lock is needed
- Now when locking surfaces the read/write flags are used correspondingly
- If collisions have no angle and no zoom, the fastest check is done
- New TSimplePolygon, tailor made for direct3d buffers, now all sprites, primitives and particles are done using them
- Now screen buffer management is more stable
- Trying to avoid AddRef and Release methods for interfaces when possible
- New TObjectEx.AsPointer()
- Now TColony<T> deals with interfaces without AddRed/Release
- New TColony<T>.Insert()
- Maps iterates i, j rather that j, i (cache benefit)
- New graphics buffer pool
- TSprite.Timeout property removed, use AddTrigger() and Die() instead
- Now maps pixel conversions are done with SHR/SHL rather than multiplying
- Now spatial partitioning conversions are done with SHR/SHL rather than multiplying
- Minor performance improvements in sprites
- SpriteLights are now also cached
- New TRGB.NotEmpty()
- New TVectorEx.NotEmpty()
- Starting to use inline variables (Rio 10.3) as a performance optimizer (declaring managed variables after early exit or on certain conditions)
- TOrthogonalCamera is back
- Fixed some issues in the collision system
- Fixed an issue when packing vars for hashing
- New TAchievements.Behaviour property
- Angle was not reversed when camera is available in collisions
- Now Screen.Fade() has a Z param
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