Developed or developing a new product in PureBasic? Tell the world about it.
Fred
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by Fred » Fri Oct 05, 2012 2:16 pm
Hi there,
The 4rd beta of the forthcoming 5.00 version is available on your online account ! Here are the main changes:
Code: Select all
- Added: EntityFixedYawAxis()
- Added: option 'TextureCoordinateIndex' parameter to AddMaterialLayer()
- Added: optional 'Mode' parameter to MoveLight(), MoveEntity() and MoveNode() (either #PB_World, #PB_Parent or #PB_Local)
- doc is finished, useful to test the new commands
- more bug fixes
The 5.00 beta 2 announcement:
http://www.purebasic.fr/english/viewtop ... 14&t=51120
Don't hesitate to report if something looks wrong !
Have fun,
Polo
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Posts: 2422 Joined: Tue May 06, 2003 5:07 pm
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by Polo » Fri Oct 05, 2012 2:37 pm
Fred wrote: - Added: option 'TextureCoordinateIndex' parameter to AddMaterialLayer()
Thanks
Zebuddi123
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Posts: 796 Joined: Wed Feb 01, 2012 3:30 pm
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by Zebuddi123 » Fri Oct 05, 2012 3:03 pm
Thanks
malleo, caput, bang. Ego, comprehendunt in tempore
Guimauve
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Posts: 742 Joined: Wed Oct 22, 2003 2:51 am
Location: Canada
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by Guimauve » Fri Oct 05, 2012 3:09 pm
Great !
ts-soft
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Posts: 5756 Joined: Thu Jun 24, 2004 2:44 pm
Location: Berlin - Germany
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by ts-soft » Fri Oct 05, 2012 3:16 pm
Thanks
PureBasic 5.73 |
SpiderBasic 2.30 |
Windows 10 Pro (x64) |
Linux Mint 20.1 (x64)
Old bugs good, new bugs bad! Updates are evil: might fix old bugs and introduce no new ones.
einander
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Posts: 744 Joined: Thu Jun 26, 2003 2:09 am
Location: Spain (Galicia)
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by einander » Fri Oct 05, 2012 4:03 pm
Thanks!
Polo
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Posts: 2422 Joined: Tue May 06, 2003 5:07 pm
Location: UK
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by Polo » Fri Oct 05, 2012 4:27 pm
Polo wrote: Fred wrote: - Added: option 'TextureCoordinateIndex' parameter to AddMaterialLayer()
Thanks
Works fine, thank you, just tested.
Any chance to have this option on CreateMaterial as well? So that the first material layer can also use a different tex coordinate set?
akee
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Posts: 496 Joined: Wed Aug 18, 2004 9:52 am
Location: Penang, Malaysia
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by akee » Fri Oct 05, 2012 5:45 pm
Wooooo! Thanks!
kenmo
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by kenmo » Sat Oct 06, 2012 3:36 am
Fantastique
Azul
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Posts: 109 Joined: Fri Dec 29, 2006 9:50 pm
Location: Finland
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by Azul » Sat Oct 06, 2012 9:22 am
Thanks
Thade
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Posts: 266 Joined: Sun Aug 03, 2003 12:06 am
Location: Austria
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by Thade » Sun Oct 07, 2012 11:34 am
Thank you, Fred
Another
big step
(Please see my last post in Feature Request Move Local ... (MoveCamera Local without changing lookat?)
.
Last edited by
Thade on Thu Nov 01, 2012 4:56 pm, edited 1 time in total.
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Yes, its an Irish Wolfhound.
Height: 107 cm; Weight: 88 kg
buddymatkona
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Posts: 252 Joined: Mon Aug 16, 2010 4:29 am
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by buddymatkona » Sun Oct 07, 2012 9:06 pm
The new Beta seems be more responsive here than previous versions. I am talking about the time for Compile-Run-DisplayDebugOutput with a simple program running in the IDE. The time went from about 1 second to less than 0.5 sec.
PB64 ver. 5 Beta 4, Win7
DoubleDutch
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by DoubleDutch » Sun Oct 07, 2012 11:32 pm
Thanks.
Olby
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by Olby » Mon Oct 08, 2012 4:05 pm
Am so excited, thanks PB team!
Looking forward to starting game development with it, seems like now it has everything required to do proper 3D games.
What about
#PB_Shadow_TextureModulative mode? I've seen it in the Demos\Character example. Why don't you include it in the help file?
Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64)
Klonk
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Posts: 173 Joined: Tue Jul 13, 2004 2:17 pm
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by Klonk » Fri Oct 12, 2012 1:05 pm
Looks really cool, especially with the new Form Designer
Bye Karl