IGF v0.7.0.0

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Downloads: 164
Change Set: 2447
Released: Aug 19, 2011
Updated: Aug 19, 2011 by indiefreaks
Dev status: Beta Help Icon

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Application IGF v0.7.0.0 Assembly Binaries only
application, 3033K, uploaded Aug 19, 2011 - 164 downloads

Release Notes

  • Feature: Windows Phone 7 support: v0.7.0.0 now supports WP7. Note that this is to be considered an alpha support as I couldn't fully tested it.
  • Feature: Added Local Session system for Single Player games while working with the Logic namespace.
  • Feature: Added Project Mercury Particle Systems support as placeable entities in code or in SunBurn Editor.
  • Misc: Application now exposes the current running Application instance statically.
  • Misc: Application now exposes its ContentManager statically.
  • Misc: Agent Add & Remove Behavior methods have been made virtual to override how they are added & registered with the current session.
  • Misc: Behaviors and Commands now support an ExecutionFrequency property which tells the Session how many times per second they should process. This gives developers a much better control on optimizing their AI & networking code.
  • Fix: v0.6.0.0 introduced a bug where Server Commands would also execute on the client side.
  • Fix: Refactored Goal Driven AI due to a defect causing wrong Goals being processed on clients.
  • Misc: Added ForceVelocity method to AutonomousAgent class allowing developers to force the current velocity of a given entity if required.
  • Fix: Set SmoothRotation property in AutonomousAgent class public so that developers can modify the steering forces when applied to their entities velocity
  • Fix: Added a simple Enable check on steering behaviors to avoid them being called when not used.
  • Fix: Fixed a bug where when using ContextualSteeringBehaviors, the considered & ignored entities wouldn't be correctly processed in some cases.
  • Misc: Added an AllowPenetration property to ObstacleAvoidance steering behavior (defaults to 0).
  • Fix: Fixed a bug in ObstacleAvoidance steering force computation which was staying in Local system thus uncorrectly pushing back the resultant force.
  • Fix: Changed OffSetPursuit.Leader name to Target.
  • Fix: Removed NetworkIndexPlayer from IdentifiedPlayer as it wasn't used anyway.

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