For the official news blog, you can read the summary here:
https://www.game-guru.com/news-post/gameguru-v114-released
For a detailed change log, read on (deep breath):
* Improved performance of Gem World demo by reducing camera draw distance and adding fog system
* Changed vShadowTexCoord.z bias from 0.0003f to 0.00009f to fix realtime shadows (entity/static/char)
* Added missing DarkAI commands and additional help in Docs\DarkAI Documentation\*
* Added new FAQ section to main TGC site to collect and centralise all Lee answers in 2017
* Changed SAO bias from 1.2f to 1.48f to reduce artefacts in final rendering
* Added a fix to ensure all GameGuru MessageBox pop up in FRONT of IDE not behind
* Added SAVE button to EBE Entities so they can be saved to the Builders tab
* Added code to save EBE when save level, load when load level, and load EBE from Builders tab
* Increased capacity of EBE grid to handle FULL 3D volume (200x200x200 cubes)
* Reinstated FirePlayerWeapon(2) functionality
* Fixed GetAmbienceIntensity() and similar visual setting retreivers
* Optimized the EBE creation/edit step so mesh assets are created on the fly, removes delay-start
* EBE now retains editing settings from last EBE edit site, quicker productivity
* Added simple STAIRS prefab to EBE constructor so can quickly make navigatable multi-level rooms
* Added first-round of matterial and wall textures to EBE 'texturesource' folder (370MB)
* Fixed issue of ResetPosition() command not returning characters to the specified location
* Added mipmapping to EBE grid system so pixel swim has been eliminated from gadgets
* Added ability to right click on any texture within plate to choose a custom texture file
* Fixed PFB system to allow larger prefab shapes to be crafted and used (20x20x20 columns)
* Fixed issue of mouse pointer disappearing on file requesters after using free flight mode
* Added 'preservemode' to PFB system to allow wall types to gracefully add and delete
* Added system to create a border to the texture plate to allow seamless atlas textures
* Adjusted UV coordinates of textured cubes to allow sub-pixel seamless texturing
* Fixed CHURCH DOOR entity so it does not disappear for one cycle when closing
* Fixed issue of entities keeping their lightray mask after clone/instance switch
* Replaced Freaks\Elhumongo and removed Viral Outbreak\Jaws and Medusa from asset library
* Fixed issue of 'Site Switching' only works when click another EBE site - not any entity
* EBE no longer persists if start a new level whilst creating an EBE structure
* EBE no longer crashes if edit an structure after an attempt to lightmap it (F4)
* Added single stage UNDO and REDO to EBE editor for convenience of one-off mistakes
* Added Help Panel to show keyboard shortcuts for the EBE editor system
* Added improved STAIRS and new COLUMN PFB build shapes for complete basic set
* Added two built-in preserve modes for more intuitive building for new users
* Fixed issue of staircase rotation corrupting right facing constructions
* Added subtle arrow to cursor highlighter so can determine rotation direction
* Created simple TALLBUILDING to demonstrate EBE loading and possible multi-storey
* Added 9 more textures to EBE texturesource and created default Texture Plate choices
* Moved created EBE structures from inside ebebank to entitybank (ready for store selling)
* Added 'EBE Material Types.txt' to DOCS to instruct user on what the material letters mean
* Added support for assigning material references to each texture in plate
* Added support for saving and loading material information between EBE entities
* Added new G_LIGHTS_DATA constant to shader sends, use .X to gain access to light quantity
* Above constant will allow some clever shader writer to increase overall performance!
* Added code to inject EBE material choices into physics for footfall sound effects
* Added code to inject EBE material choices into geometry for bullet impact effects
* Fixed lightmapper to detect and lightmap EBE structures as regular entities
* Fixed issue of materials 16, 17 and 18 not converting to the final optimized object
* Added rest of material sounds back into load sequence (materials 4-16 were missing)
* Material choices now carry through to lightmapped version of the EBE structures
* Removed spikey sphere handle mesh from lightmapping process (editor mesh artefact)
* Added texture group references into EBE file to track which textures were used
* Unique filename generated for EBE texture arrangements so can share texture files
* Each EBE structure saved now has its own 'unique-named' texture set
* You can now switch between two different Texture Plate groups
* Fixed issue of specular settings not carrying to prebaked static entities
* Added SpecularOverride to static_basic.fx shader so specular setting can work in prebake
* When EXTRACT entity, any child entities are also extracted, moved and rotated as a group
* When pasting extracted entity group, child references are maintained
* Fixed issued with group highlighting disengaging when extract/paste process over
* Built-in functionality to save and load parent/child associations for FPM levels
* Added new field to FPE called "offyoverride" which overrides Y offset to correct models
* Added new scifi door/lift sound effects to the audiobank folder
* Added new doorautolegacy.lua script to control a door frame animation (proximity)
* Now the entity link system disables the 'findground' system for better connecting
* Added new 'GetEntityAnimationStart and GetEntityAnimationFinish' LUA commands
* Added 8 new doors with frames to entitybank\fixtures\doors folder
* Added 5 new windows with frames to entitybank\fixtures\windows folder
* Added 3 new roofs to entitybank\fixtures\roofs folder
* Updated F1 help screen to show 'L + DRAG = Link Entity' functionality
* Reset EBE editor state when start a new level
* EBE entity no longer corrupts when enter and exit the entity LOCK system
* Prevented child entities from detatching when mouse exit and enters edit area
* When PGDN EBE cursor to ground, will now reset to zero layer even if grid size > 1
* Added new ROW shape to the EBE prefab shapes to allow quicker hole punching task
* Changed preserve mode for Column so it does not respect cubes next to it
* Added special case for EBE grid size so ROW shape can match 1 cube high dimension
* Fixed issue of EBE surfaces that share materials no longer sharing texture ref
* Adjusted visual defaults of GameGuru to prefer HIGHEST and stronger color settings
* Fixed LightRay shader to accept the adjustment from the Lightray Mode slider
* Finally removed the EBE grab marker from the lightmapping blocker list
* Adjusted the EBE entity grid offset to match regular 100x100 global grid system
* Written 'forcesimpleobstacle = 3' for all EBE structures to give them better AI
* Updated Door and Window Frames to use 'forcesimpleobstacle = 3' (as above)
As usual, if you find any issues with this update, you can post them here as I will be checking this thread every day for a while to make sure V1.14 does not stomp on anything that worked perfectly in V1.133. I am also starting a patch update to include any tweaks and fixes that come from this process to ensure your projects can continue uninterupted. Expect some videos soon, and for a possible Twitch, I will announce on my Twitter feed at
@leebambertgc
Here is a quick start guide to the EBE:
https://www.youtube.com/watch?v=6ST1bMziIEw&feature=youtu.bePC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM