* New 3dsMax Exporter: Mesh export, material export, texture export and converting, skeletal animation support.
* MapObjectAttachedParticle: UpdateWhenItNotInView has been property. Not visibled on screen particle system will be suspended. This property intended for better performance.
* ParticleSystem: Option for automatic quota calculation. AutomaticQuota property. To update existing .particle files you need to open and just resave file in the Resource Editor.
* ParticleSystem: Particle system management has been optimized.
* Game animation: Animation source code has been refactored. All animation code removed from MapObjectAttachedMesh and moved to MeshObjectAnimationController.cs (GameCommon.dll). Dynamic entity class highly simplified.
* HeightmapTerrain: Fixed pipeline support (only the first layer).
* Resource Editor: Tool for converting textures into different formats (PNG, TGA, JPG and compressed DDS).
* Mesh: SkeletonName property has been added.
* Resource Editor: Mesh Editor: SkeletonName property can be changed.
* Map Editor: Now you can not create entity if the selected layer is locked.
* MapObjectAttachedMesh: LinkBonesToBodies functionality has been expanded: It is possible manually customize bone linkage. MapObject.OnAttachedMeshLinkBoneToBody() method.
* StaticLightingManager: Lightmaps property has been added. Now you can disable lightmaps, but use irrandiance volume.
* PhysicsSystem: Ability to add custom shapes and joints.
* PhysicsSystem: Now physics world is created only once during initialization engine instead of creating every time during map loading.
* PhysicsSystem: enum ContactGroup is moved to PhysicsSystem.dll.
* Installer: Included PhysX system software updated to PhysX_9.09.0408_SystemSoftware.exe.
* OGRE sources: Now source codes of OgreNativeWrapper.dll are shared.
* StaticLigtingCalculationTool: Now NVIDIA Texture Tools are used for dds generation providing better quality for mipmap generation.
* Resource Editor: Entity type creation: You cannot create default entity types which already exists like StaticMesh.type, HeightmapTerrain.type, etc.
* MapObjectAttachedMesh: ForceSubMeshMaterials property has been removed. Be attentive!
* Map: GetStaticMeshItemByBody() method has been renamed to GetStaticMeshByBody().
* MeshObject: SetCustomBoundsAndRadius() method has been added.
* FMODSoundSystem: "A call to a standard soundcard driver failed" warnings are ignored now.
Download demo from
NeoAxis.