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New UDK Features and Tools � New color picker o Update in real time, e.g., change color and see level lighting update as you drag! o Properly deal with HDR colors o Capture from the entire screen � even your desktop! o http://udn.epicgames.com/Three/ColorPicker.html � Screen door fades o New screen door dissolve effect for fading primitives (SM3+ only) o Actors can fade in/out based on their MaxDrawDistance � Static meshes, ProcBuildings, Skeletal Meshes and SpeedTrees are supported o Static Mesh LODs can and Massive LODs can cross-dissolve between each other o To enable this feature: � Set 'bAllowScreenDoorFade' to True in [Engine.Engine] .ini file � Set 'bUsedWithScreenDoorFade' on materials that should fade � New package backup system to prevent lost work due to a crash � Snap to recovery feature for post process overrides allows you to choose a snap directly to the level pp settings instead of a gradual recovery � Whole scene dynamic shadow for dominant directional lights around the camera which blends out to precomputed shadows based on distance UDK Improvements � Dramatically improved Navigation Mesh simplification o 50-60% reduction in polygon counts, with corresponding 50-60% reduction in memory footprint o Faster at runtime due to less nodes to traverse, etc. o Makeup of mesh is much improved with edges that span obstacle to obstacle and provide more accurate width representation of the geometry � Matinee improvements o Multi-select support for Matinee groups and tracks � Users can now copy and paste many tracks at once in Matinee � Multiple Matinee groups can now be moved into a folder in a single action o Curve Editor new feature: Movement axis locking � Hold down the Shift key before dragging a key to lock to an axis � Kismet improvements o Added Kismet "And" gate � Fires its output once, only after every linked input has fired at least once o Ctrl + Enter now adds line breaks to Kismet comment boxes � http://udn.epicgames.com/Three/KismetReference.html � CameraAnim Improvements o Greatly improved CameraAnim handling and blending of post-process values � Static mesh LOD improvements o Screendoor fade between static mesh LODs for supporting materials based on time � Static meshes are forced down the dynamic rendering path while transitioning � Static mesh dynamic rendering path now uses the same LOD heuristic as the static path � Screendoor fade even works on dynamic shadows from the static mesh � Necessary to avoid popping due to LODs shadowing each other o Lightmap resolution is now halved for each static mesh LOD level � Moving UTGame native code to UDKBase native package � Volumes, static meshes and triggers now have more apparent collision hull wires Optimizations, Upgrades, and Fixes � Bink update fixes the #3 most common UDK crash � SpeedTree applications upgrade from 5.0.0 to 5.0.2 o Fixes an incompatibility with tablet drivers o Exports the G channel of normal maps correctly for use with UE3 o A few other minor fixes � Static mesh component vertex color memory savings o Painted vertex colors now use half as much memory � Save System overhaul to unify map and content package code paths and enhance usability for content creators.

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