New Features and Functionality
- RealD Integration
- Incorporates best-of-breed stereoscopic 3D gaming technology in the Unreal Engine which allows for PC and console games to be rendered in stereo 3D
- 3D experience improved by allowing management of camera separation and 3D depth effects in real time
- Depth Budget Allocation and AutoCAM available with the RealD Game Developer Toolkit
- Free demo showcasing the implementation available at www.unrealengine.com/insiderblog
- Advanced Environment Color
- A simplified directional environment light where the environment color depends on direction
- It is blended between 2 values: environment color and environment sun color
- For example, the side of the sky with the sun could have a slightly warmer and brighter hue compared to the opposite side
- Mobile Shader Key Tool
- Translates mobile shader keys into a human readable form
- Shader keys specify the configuration of a particular shader that is used in the game
- The bits in these keys used to be counted by hand which involved counting the position and looking up the source code, this is no longer necessary
- Non-default key bits are highlighted in bold
- Unreal Editor
- DrawScale is now applied correctly in editor to BSPs
- Ok to All will now work when move/renaming several sound files in the content browser
- Problems with coverslot selection and dragging are now fixed
- Warning dialogs now launch when reimporting an asset that is older than the one currently loaded
- Fixed a crash that occurred in the AnimSet Editor when removing Material slot [0] from a skeletal mesh that has more than one slot
- Wireframe edges now render when importing a brush
- Matinee
- Matinee keyframe selection now happens on mouse release, not press
- Cameras imported into Matinee from FBX files work properly now
- Mobile
- New Scaleform HUD for Unreal Tournament maps is now used on mobile devices too
- Fixed crash if mobile emulation mode is enabled when non-mobile features are used in a map (e.g. landscape and morph targets), default material will render instead
- Mesh particle stat tracking now works properly on mobile
- Config option ShouldTrackFPSWhenNonInteractive added to allow fps charts to be generated for non-interactive scenes. False by default in Engine. True for UDKGame
- Texture Paint
- The Texture properties window will now update the texture after committing in texture paint mode
- Added an error in the Mesh Paint Window when the Undo Buffer has exceeded its maximum memory
- Textures in the window will also say how many possible Undo actions are available
- Fixed banding issues
- Fixed the slowdown during undo/redo
Replies
They can't all be good releases I guess
Could be extremely useful. Right now I'm having to use secondary directional fill lights and they're mucking with my shadow maps horribly.
Also, does it affect the rim lighting of a model?
Pretty much.
Say, I made that gun