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Treue Seele
Wohnort: Düsseldorf
Beruf: Manager of Developer Relations at Hazelcast, Inc. & Consultant for Scaleable Gameserver Systems
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »neon_symp« (19.11.2014, 22:26)
Was ist das Ziel von dir? Möchtest du deinen Maker ähnlich wie Construct2, GameSalad, Unity and co populär machen (ok, wer würde das nicht wollen ), oder machst du das einfach so ohne wirkliches Ziel?
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Fetze« (20.11.2014, 00:00)
Zitat
#ADD: Added logging for a lot of (non-personal) system specs by default.
#ADD: The top keyboard number keys can now be used to switch between the available camera view states when the cam view has focus. (BatCat)
#ADD: Added more unit tests for various classes.
#ADD: Log entries now carry the context of their message, derived from the object parameters in their Write call. (AdamsLair & BatCat)
#ADD: Double-Clicking a log entry in the LogView now highlights the messages context object. (AdamsLair & BatCat)
#ADD: Added a small but neat API for handling the applications focused state: DualityApp.IsFocused.
#ADD: Added an interface to plug in custom renderer visibility strategies for custom performance optimizations. (AdamsLair & BatCat)
#CHANGE: As of now, Duality manages the "Source/Media" folder to mirror the "Data" directory in a non-destructive way.
#CHANGE: Duality now preserves folder structures when importing new media directly from within the "Source/Media" directory.
#CHANGE: Refactored graphics initialization.
#CHANGE: No longer asking for confirmation when closing the editor and no changes have been made. (BatCat)
#CHANGE: FileHash performance improvements. (BatCat)
#CHANGE: Editor startup performance improvements. (BatCat)
#CHANGE: Improved performance of managing Scene objects ingame. (BatCat)
#CHANGE: Huge performance improvement for keeping the Scene clean using a ridiculously small change.
#CHANGE: Improved RawList.RemoveAll performance significantly by using a more efficient algorithm.
#CHANGE: Now using Parallel execution on SetPixelData commands to speed up image import via Bitmap objects. (AdamsLair & BatCat)
#CHANGE: DrawOnto and various dependent methods now use a partitioned parallel execution approach rather than Parallel.For, speeding up loading times.
#CHANGE: Improved performance of PathHelper.FilesEqual method by reducing disk read ping-pong.
#CHANGE: Pixmap.Layer now properly disposes temporary Bitmap objects immediately after no longer needing them.
#CHANGE: Refactored and cleaned up Project View / Scene View context menu creation and handling code.
#CHANGE: Moved tree view node classes to separate files.
#CHANGE: Moved common Resource name functionality to static ContentProvider methods.
#FIX: Fixed DrawDevice finalizer performing illegal cross-thread graphics calls.
#FIX: Fixed silent failure when creating a project on a storage medium that doesn't have enough space.
#FIX: Fixed crashbug when failing to determine parameter types while parsing XML code documentation files.
#FIX: Fixed a bug when renaming content refs and their Type is missing due to source code changes. (BatCat)
#FIX: Fixed IContentRefPropertyEditor throwing a NullReferenceException when getter returns null objects. (BatCat)
#FIX: Fixed FullWindow screen resolution changes not using the displays native size.
#FIX: Fixed a rare problem the could occur when a logged object's ToString implementation threw an exception in the wrong moment.
#FIX: Fixed Camera.Pass.CollectDrawcalls event being serialized by accident.
#FIX: Fixed ProjectFolderView object creation menu ignoring the invisible flag.
#FIX: Fixed CreateObjectDialog showing certain Types recursively.
#FIX: Fixed Pixmap throwing unintelligible Exceptions if something goes wrong during Layer image file saving.
#FIX: Fixed unhandled exception when hitting F2 in the Project View before actually selecting anything ever.
#FIX: Fixed several misspellings in comments. (caryanne)
#REMOVE: Removed FlushDisposedObjects extension methods, because they've become trivial.
#REMOVE: Removed legacy code that monitored "Source/Media" for rename operations and attempted to auto-update Resources. This was nonsense. "Source/Media" is designed to be a receiver, not a sender.
... und ich musste erstmal überlegen, welche Taste das denn sein soll... x)Strg+Hund
Es ist ja keine Schande etwas falsch zu machen, als Programmierer tu ich das täglich, [...].
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