(Burn-in Test) EVGA GeForce GTX 1070 FTW with new VBIOS and Thermal Pads Tortured
0 Members and 1 Guest are viewing this topic.
Many notable additions and improvements are included with this month’s beta release:§ Scaleform GFX user interface solution now available!§ Steam is now the default online distribution system.§ Make more beautiful games with light shafts, exponential height fog, color grading and many other new technological advances.§ Save time and enjoy better performance with dozens of engine upgrades.Scaleform GFx (screenshot)· Scaleform is now supported in UnrealEd and in-game! (watch video)· Supportso UI screenso Dynamic interaction via UnrealScript or Kismeto SWFs playing into dynamic render targets· GFx version of UDK HUD, scoreboard and pause menu now fully functional· Added example Adobe Flash Studio files to UDKGame/Flash/example/...o Controller input setup for GFx movieso Basic scene using Scaleform CLIK components to create a UIo Files: http://udn.epicgames.com/Three/Scaleform.html#UDK Example UI Files· New GFx import patho Textures used by SWF movies imported from original arto Current import path is not final; subject to change!o More details: http://udn.epicgames.com/Three/Scaleform.html#Importing Pipeline· Started implementing localization for GFx menus· Additional documentation: http://udn.epicgames.com/Three/Scaleform.htmlSteam· Steam is now the default OnlineSubsystem for UDKGame Win32· Steam now handles friends, matchmaking and server browsing in the UDKLight Shafts (screenshot)· Point Lights are now supported· Added Bloom Threshold and BloomTint properties· Documentation: http://udn.epicgames.com/Three/ContentBlog.html#Light ShaftsExponential Height Fog (screenshot)· New kind of global fog with density that decreases with height· Never creates a hard line (unlike standard fog); supports one layer· Can specify both "towards the light" and "away from the light" colors· Rendering cost similar to two layers of constant density height fog· Can now use different colors for the hemisphere facing the light and vice versaColor Grading Blending (screenshot)· Can now blend between different color LUTs on different post process volumes!· Documentation: http://udn.epicgames.com/Three/ColorGrading.htmlEditor· UDK now supports running 64-bit binaries for the editor· Added ‘search by object’ type to Kismet· New mesh emitter camera facing option: "Apply Particle Rotation As Spin"· Editor now shows up in system tray while starting up (and Alt+Tab works!)· Can now capture content browser thumbnails from PIE viewports· Added ability to tint editor icons similar to Point Lights· PNGs can now be imported as textures; RGB and RGBA formats are supported· Viewportso New Alt+F/G/H/J shortcuts to switch between viewport typeso Greatly reduced the time it takes for volume visibility updatesInstaller· Now being localized foro INT - Englisho FRA - Frencho ITA - Italiano DEU - Germano ESN - European Spanisho ESM - Latin American Spanisho RUS - Russiano HUN - Hungariano CZE - Czecho SLO - Slovakiano POL - Polisho JPN - Japaneseo CHN - Simplified Chineseo KOR - KoreanEditor Fixes· Materials can no longer be placed as decals unless the decal usage flag is set· Fixed fog volumes being created when dropping materials sometimes· Fixed support for non-standard languagesFBX Importer· Added support for rigid animation!· FBX import settings are now remembered between sessions· Importer will detect the type of asset to import by peeking at the FBX file· New import option to override naming of imported assets· Textures can now be imported (with or without a material being created)· The FBX import dialog has been improved· Updated to the latest FBX SDK (2011.2)· Can now re-import skeletal meshes from FBX files· Fixed smoothing group warning dialog spam on mesh importUDKGame· Scaleform / UIo Added (prototype) Scaleform-based front end and HUD to UDKGameo Added GFx example content to ExampleMapo Scaleform implementations of HUD, Pause Menu, Scoreboard· Code clean-upo Moved UT-specific functionality from Weapon to UTWeapon.o Moved HUDIcons and HUDCoords properties from UDKVehicleBase to UTVehicleo Cleaned up UDK default engine.inis down to twoo Moved DeathTime from UDKPawn to UTPawno Removed unused UDKPawn property LookYawo Removed PlayFiringSound() call from Weapon.FireAmmunition() (not implemented for any game except UTGame)o Moved bio death material effect system from UDKPawn to UTPawn· Enabled tone mapping and color grading support to UDKo Enabled by default now so all scenes will receive contrast-enhancing tone mapping· Misco Changed input handling of controller demo to not recurse, therefore stopping the CLIK button from swallowing the GAMEPAD_A evento Spawn player as spectator if ?causeevent=flythrough is passed on the commandlineo Set bFixedPlayerStart=true, bForceRespawn=true, and bQuickStat=true if ?causeevent=flythrough is passed on the commandlineSwarm· Fixed several issues related to version numbers and matching Agents to Jobs· Change usage of "localhost" to using the localhost IP address (127.0.0.1) insteadGameplay Profiler· Replacing old UE2 ueScriptProfiler· Adds ability to drill into actor and component tick· Documentation: http://udn.epicgames.com/Three/GameplayProfiler.htmlAttachment Editor· Draw bone/socket label on connector for actors attached to skeletal meshes· Allow nodes to be manually moved around· Allow attachments to be made in a more 'Kismet like' wayNavMesh· Lots of runtime navmesh optimizations (mostly related to dynamic submesh builds)o Huge speed gainsAnimSet Viewer· Added copy and paste animations to the AnimSet browser· New options for calculating Bone Breako Default: Both meshes have to influence to use rigido Auto Detect Rigid: Detects rigid when soft body misses the weighto Alternate weight preferred: Second weight has more priority· Added "Delete selected bone weighting" option· "Toggle Mesh Weights" optiono Displayed if there is a valid set of weights for the current LODo Otherwise, the option is disabled· Added info to display chunks/sections when swapping vertex weightsMax Quality Mode· Added MaxQualityMode option for taking high-resolution screenshots· Increases texture res and shadow quality regardless of performanceProperty Multi-Select and Cut-Paste· Control-Click on properties to add to selection· Control-C, Control-V or right click to copy and paste!Lighting Changes· Improved unbuilt lighting performance· Changed bUseBooleanEnvironmentShadowing to default to TRUE for best performanceo Light environments will not receive dynamic shadows from the static environment unless bUseBooleanEnvironmentShadowing is changed back to false!· Primitives with bShadowIndirectOnly=true no longer cast dynamic shadows· Added bForceNoPrecomputedLighting to WorldInfo, allowing maps with fully dynamic lighting to skip time-consuming light building during a full rebuild· Hid light environment settings that are rarely used, edge cases, or only set by gameplay code to simplify the interfaceScene Capture Optimizations· 'Max View Distance Override': Set a culling distance for objects rendered into the reflection· 'Skip Update If Owner Occluded': Skip rendering to the scene capture entirely if it's not going to be visible· 'Skip Rendering Depth Prepass': Controls whether a depth prepass is performed when rendering the scene capture· Capture will be culled if last-bound time of the render target texture is more than a second agoRendering· Added map check warning for large shadow casters unless they have bAcceptsDynamicDominantLightShadows=false· New mesh emitter camera facing option: bApplyParticleRotationAsSpin· Changed bRenderAsVelocity to default to TRUE for RadialBlurComponents as they are much faster to render this way· Mesh area lights now affect dynamic objects!o UE3 creates a spotlight at the center of the emissive area which is applied to dynamic objects· Added a new volume type: LightmassCharacterIndirectDetailVolumeo Lightmass generates higher density indirect character lighting samples inside these volumeso Useful for sections where characters are not over static ground, e.g., elevators· Using down-sampled scene texture for depth of field, bloom and motion blur http://epicwiki.epicgames.net/display/UEWiki/DOF+and+BloomUDN Documentation· Newo http://udn.epicgames.com/Three/CharactersTechnicalGuide.htmlo http://udn.epicgames.com/Three/GameplayProfiler.htmlo http://udn.epicgames.com/Three/Scaleform.htmlo http://udn.epicgames.com/Three/Steam.htmlo http://udn.epicgames.com/Three/UDKCustomCharacters.htmlo http://udn.epicgames.com/Three/UsingUDKWithQuadro.htmlo http://udn.epicgames.com/Three/VisualizeTexture.html· Updatedo http://udn.epicgames.com/Three/AnimationNodes.htmlo http://udn.epicgames.com/Three/AssetConsolidationTool.htmlo http://udn.epicgames.com/Three/BulkImport.htmlo http://udn.epicgames.com/Three/ColorGrading.htmlo http://udn.epicgames.com/Three/CommandLineArguments.htmlo http://udn.epicgames.com/Three/ConfigSavegameSystem.htmlo http://udn.epicgames.com/Three/ConsoleCommands.htmlo http://udn.epicgames.com/Three/ContentBlog.htmlo http://udn.epicgames.com/Three/ContentBrowserDatabase.htmlo http://udn.epicgames.com/Three/ContentCooking.htmlo http://udn.epicgames.com/Three/DevelopmentKitFAQ.htmlo http://udn.epicgames.com/Three/DevelopmentKitFirstScriptProject.htmlo http://udn.epicgames.com/Three/DevelopmentKitHome.htmlo http://udn.epicgames.com/Three/DistanceFieldShadows.htmlo http://udn.epicgames.com/Three/DLLBind.htmlo http://udn.epicgames.com/Three/DominantLights.htmlo http://udn.epicgames.com/Three/ExecFunctions.htmlo http://udn.epicgames.com/Three/GameStateReplication.htmlo http://udn.epicgames.com/Three/GammaCorrection.htmlo http://udn.epicgames.com/Three/KismetExamples.htmlo http://udn.epicgames.com/Three/LevelOptimization.htmlo http://udn.epicgames.com/Three/MaterialsCompendium.htmlo http://udn.epicgames.com/Three/PerformanceDebugging.htmlo http://udn.epicgames.com/Three/ShaderModel2Fallback.htmlo http://udn.epicgames.com/Three/StatsDescriptions.htmlo http://udn.epicgames.com/Three/UDKCommunityLinks.htmlo http://udn.epicgames.com/Three/UDKContentCreationHome.htmlo http://udn.epicgames.com/Three/UDKLevelCreationHome.htmlo http://udn.epicgames.com/Three/UDKProgrammingHome.htmlo http://udn.epicgames.com/Three/UIEditorUserGuide.htmlo http://udn.epicgames.com/Three/UnrealFrontend.htmlo http://udn.epicgames.com/Three/UnrealScriptReference.htmlo http://udn.epicgames.com/Three/VideoTutorials.htmlo http://udn.epicgames.com/Three/ViewModes.htmlo http://udn.epicgames.com/Three/WorldPositionOffset.htmlWarnings· Exporting TGAs is temporarily broken and results in weird interlaced imagesUpcoming changes (as of the next UDK build)· SM2 support will be removedAdditional notes, code samples and more are available at the Unreal Developer Network (UDN):http://udn.epicgames.com/Three/DevelopmentKitHome.htmlCommunity links:UDK LinkedIn user group: www.linkedin.com/groups?gid=2493123UDK on Facebook: www.facebook.com/pages/UDK/183744733429Epic Games on Twitter: www.twitter.com/EpicGames