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<html><head>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<title>BigWorld Technology Client Release Notes</title><link rel="stylesheet" href="bigworld.css" type="text/css"><meta name="generator" content="DocBook XSL Stylesheets V1.72.0"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div id="bigworld-header"><img src="http://try.bigworldtech.com/bigworld/image.php?img=bigworld_logo.gif&svn=$HeadURL: https://svn01.bigworldtech.com/svn/customers/Xingyulongying/2.0/current/bigworld/doc/release_notes_client.html $" alt="bw logo"></div><div id="content"><div class="book" lang="en"><div class="titlepage"><div><div><h1 class="title"><a name="Client_Release_Notes"></a>BigWorld Technology Client Release Notes</h1></div><div><p class="releaseinfo">BigWorld Technology 2.0. Released 2010.</p></div><div><p class="copyright">Copyright © 1999-2010 BigWorld Pty Ltd. All rights reserved. </p></div><div><div class="legalnotice"><a name="d0e17"></a><p>This document is proprietary commercial in confidence and access
is restricted to authorised users. This document is protected by
copyright laws of Australia, other countries and international treaties.
Unauthorised use, reproduction or distribution of this document, or any
portion of this document, may result in the imposition of civil and
criminal penalties as provided by law.</p></div></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="article"><a href="#d0e20">BigWorld Technology 2.0.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e23">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e30">BigWorld Technology 2.0 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e33">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e40">2. Important Notes</a></span></dt><dt><span class="section"><a href="#d0e83">3. New Features</a></span></dt><dt><span class="section"><a href="#d0e411">4. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e888">5. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e1045">6. Known Bugs & Limitations</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1146">BigWorld Technology 1.9.6.12 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1151">BigWorld Technology 1.9.6.11 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1156">BigWorld Technology 1.9.6.10 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1161">BigWorld Technology 1.9.6.9 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1166">BigWorld Technology 1.9.6.8 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1171">BigWorld Technology 1.9.6.7 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1176">BigWorld Technology 1.9.6.6 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1181">BigWorld Technology 1.9.6.5 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1184">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1193">BigWorld Technology 1.9.6.4 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1198">BigWorld Technology 1.9.6.3 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1203">BigWorld Technology 1.9.6.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1206">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1215">BigWorld Technology 1.9.6.1 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1220">BigWorld Technology 1.9.6 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1223">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e1230">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e1237">3. New Features</a></span></dt><dt><span class="section"><a href="#d0e1244">4. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e1253">5. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e1389">6. Known Bugs & Limitations</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1504">BigWorld Technology 1.9.5 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1507">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e1514">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e1521">3. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e1535">4. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e1562">5. Known Bugs & Limitations</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1677">BigWorld Technology 1.9.4.5 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1680">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1692">BigWorld Technology 1.9.4.4 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1697">BigWorld Technology 1.9.4.3 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1700">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1709">BigWorld Technology 1.9.4.2 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1714">BigWorld Technology 1.9.4.1 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1719">BigWorld Technology 1.9.4 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1722">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e1729">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e1736">3. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e1799">4. Known Bugs & Limitations</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1920">BigWorld Technology 1.9.3.5 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1923">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1934">BigWorld Technology 1.9.3.4 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1939">BigWorld Technology 1.9.3.3 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1944">BigWorld Technology 1.9.3.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e1947">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e1994">BigWorld Technology 1.9.3.1 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e1999">BigWorld Technology 1.9.3 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e2002">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e2009">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e2031">3. New Features</a></span></dt><dt><span class="section"><a href="#d0e2116">4. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e2225">5. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e2414">6. Known Bugs & Limitations</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e2529">BigWorld Technology 1.9.2.5 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e2534">BigWorld Technology 1.9.2.4 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e2539">BigWorld Technology 1.9.2.3 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e2544">BigWorld Technology 1.9.2.2 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e2549">BigWorld Technology 1.9.2.1 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e2554">BigWorld Technology 1.9.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e2557">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e2564">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e2571">3. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e2661">4. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e2702">5. Known Bugs & Limitations</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e2838">BigWorld Technology 1.9.1.2 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e2843">BigWorld Technology 1.9.1.1 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e2848">BigWorld Technology 1.9.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e2851">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e2858">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e2868">3. New Features</a></span></dt><dt><span class="section"><a href="#d0e2930">4. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e3146">5. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e3345">6. Known Bugs & Limitations</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e3482">BigWorld Technology 1.9.0.4 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e3485">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e3498">BigWorld Technology 1.9.0.3 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e3501">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e3510">2. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e3532">3. Changed Features</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e3539">BigWorld Technology 1.9.0.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e3542">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e3552">BigWorld Technology 1.9.0.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e3555">1. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e3565">2. Changed Features</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e3572">BigWorld Technology 1.9.0 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e3575">1. Important Notes</a></span></dt><dt><span class="section"><a href="#d0e3658">2. New Features</a></span></dt><dt><span class="section"><a href="#d0e3963">3. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e4279">4. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e4406">5. Deprecated Features</a></span></dt><dt><span class="section"><a href="#d0e4461">6. Known Issues</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e4588">BigWorld Technology 1.8.6.6 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e4591">1. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e4601">2. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e4608">BigWorld Technology 1.8.6.5 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e4615">BigWorld Technology 1.8.6.4 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e4628">BigWorld Technology 1.8.6.3 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e4633">BigWorld Technology 1.8.6.2 Client Release Notes</a></span></dt><dt><span class="article"><a href="#d0e4638">BigWorld Technology 1.8.6.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e4641">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e4648">BigWorld Technology 1.8.6 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e4651">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e4672">2. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e4700">BigWorld Technology 1.8.5 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e4703">1. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e4710">2. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e4726">3. Known Issues</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e4834">BigWorld Technology 1.8.4.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e4837">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e4850">BigWorld Technology 1.8.4.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e4853">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e4866">BigWorld Technology 1.8.4 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e4869">1. Important Notes</a></span></dt><dt><span class="section"><a href="#d0e4885">2. New Features</a></span></dt><dt><span class="section"><a href="#d0e4895">3. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e4931">4. Known Issues</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5039">BigWorld Technology 1.8.3.5 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5042">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5049">BigWorld Technology 1.8.3.3 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5052">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5065">BigWorld Technology 1.8.3.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5068">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5078">BigWorld Technology 1.8.3.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5081">1. Changed Features/Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5088">BigWorld Technology 1.8.3 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5091">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e5098">2. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e5114">3. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e5137">4. Known Issues</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5251">BigWorld Technology 1.8.2.4 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5254">1. Changed Features/Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e5288">2. Limitations</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5295">BigWorld Technology 1.8.2.3 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5298">1. Changed Features/Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5311">BigWorld Technology 1.8.2.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5314">1. Changed Features/Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5321">BigWorld Technology 1.8.2.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5324">1. Changed Features/Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5352">BigWorld Technology 1.8.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5355">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e5373">2. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e5391">3. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e5537">4. Known Issues</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5654">BigWorld Technology 1.8.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5657">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e5721">2. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e5765">3. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e5924">BigWorld Technology 1.8 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e5927">1. Important Notes</a></span></dt><dt><span class="section"><a href="#d0e5950">2. New Features</a></span></dt><dt><span class="section"><a href="#d0e6967">3. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e7545">4. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e7799">5. Deprecated Features</a></span></dt><dt><span class="section"><a href="#d0e7896">6. Known Issues</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e7994">BigWorld Technology 1.7.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e7997">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e8027">2. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e8057">3. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e8078">BigWorld Technology 1.7.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e8081">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e8193">2. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e8238">3. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e8316">BigWorld Technology 1.7 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e8319">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e8862">2. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e8947">3. Performance Improvements</a></span></dt><dt><span class="section"><a href="#d0e8986">4. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e9194">5. New Features in Fantasy Demo</a></span></dt><dt><span class="section"><a href="#d0e9226">6. Known Bugs & Limitations</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9339">6.1. FantasyDemo</a></span></dt></dl></dd></dl></dd><dt><span class="article"><a href="#d0e9366">BigWorld Technology 1.6.4 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9369">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e9379">BigWorld Technology 1.6.3 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9382">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e9404">BigWorld Technology 1.6.2 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9407">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e9414">BigWorld Technology 1.6.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9417">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e9439">2. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e9521">3. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e9559">BigWorld Technology 1.6 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9562">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e9590">2. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e9627">3. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e9664">BigWorld Technology 1.5 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9667">1. Driver Issues</a></span></dt><dt><span class="section"><a href="#d0e9672">2. New/Changed Features</a></span></dt><dt><span class="section"><a href="#d0e9712">3. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e9779">BigWorld Technology 1.4.1 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9782">1. Bug Fixes</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e9801">BigWorld Technology 1.4 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9804">1. Engine: New Features</a></span></dt><dt><span class="section"><a href="#d0e9832">2. Engine: Changed Features</a></span></dt><dt><span class="section"><a href="#d0e9858">3. Engine: Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e9895">4. Known Issues</a></span></dt></dl></dd><dt><span class="article"><a href="#d0e9902">BigWorld Technology 1.3 Client Release Notes</a></span></dt><dd><dl><dt><span class="section"><a href="#d0e9905">1. New Features</a></span></dt><dt><span class="section"><a href="#d0e9949">2. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e10051">3. Known Issues</a></span></dt></dl></dd></dl></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e20"></a>BigWorld Technology 2.0.1 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e23">1. Bug Fixes</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e23"></a>1. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Added missing files in the Full Source package that were
preventing the package from being compiled.</p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e30"></a>BigWorld Technology 2.0 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e33">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e40">2. Important Notes</a></span></dt><dt><span class="section"><a href="#d0e83">3. New Features</a></span></dt><dt><span class="section"><a href="#d0e411">4. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e888">5. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e1045">6. Known Bugs & Limitations</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e33"></a>1. Overview</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>BigWorld Technology 2.0 is the latest version of the BigWorld
Technology engine.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e40"></a>2. Important Notes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>The release number system has changed. Previously, there were
two digits assigned to a major release version (e.g. 1.9), an extra
digit for the minor release version (e.g. 1.9.6) and a final, fourth
digit for the patch version (e.g. 1.9.6.7). Major release versions now
have a single digit. The full version number now has three digits
(e.g. 2.0.0).</p></li><li><p>In order to make the source code location for BigWorld
components consistent, the <code class="filename"><em class="replaceable"><code>trunk</code></em>/src</code>
directory has been moved to <code class="filename"><em class="replaceable"><code>trunk</code></em>/bigworld/src</code>.</p><p>In addition, the BigWorld client Visual Studio solution is no
longer contained within <code class="filename">fantasydemo/src</code> and is now fully
contained within <code class="filename">bigworld/src/client</code>. The default build
location for the client executable is now
<code class="filename">bigworld/bin/client/bwclient.exe</code>.</p><p>These changes need to be taken into consideration when merging
source code changes from previous versions to the latest version and
may impact on your build/packaging systems.</p></li><li><p>Please note that support for Visual C++ 2005 will be dropped in
BigWorld version 2.1 in favour of supporting Visual C++ 2008 and
Visual C++ 2010.</p><p>If upgrading projects to Visual C++ 2010 yourself, you will need
to upgrade the projects and configure project to project dependancies
yourself. In addition, comment out the following line in
<code class="filename">src/lib/python/PC/msvcrtmodule.c</code>:</p><pre class="programlisting">#include <crtassem.h></pre></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e83"></a>3. New Features</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Added a PostProcessing framework, which allows full control over
full-screen filters applied after scene draw time and before GUI draw.
Please see the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../client_programming_guide/client_programming_guide.html#Client_Programming_Guide" class="olink">Client Programming Guide</a>, <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../content_tools_reference_guide/content_tools_reference_guide#Content_Tools_Reference_Guide" class="olink">Content Tools Reference Guide</a>, <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../..//content_creation.chm#Content_Creation_Manual" class="olink">Content Creation Manual</a>, <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../..//api_python/client/index.html#Client_Python_API" class="olink">Client Python API</a>, and Python helper code in <code class="filename">bigworld/res/scripts/client/PostProcessing</code>
for further details.</p><p class="remark"><i><span class="remark">Bug 25223</span></i></p></li><li><p>Added a multicore job system. It records Direct3D commands from
the main thread and plays them back on another core in the next frame.
It also runs jobs just in time to calculate results for the rendering
and is able to run these jobs on any additional cores. The system is
optional and can be disabled in the engine config XML. See the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../client_programming_guide/client_programming_guide.html#xref_Job_System" class="olink"><i>Job System</i></a>
chapter in the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../client_programming_guide/client_programming_guide.html#Client_Programming_Guide" class="olink">Client Programming Guide</a> for full
documentation.</p><p class="remark"><i><span class="remark">Bug 24182</span></i></p></li><li><p>Added <code class="classname">BigWorld.PyMaterial</code> class. This
wraps effect materials and allows full control over artist-editable
properties from Python.</p><p class="remark"><i><span class="remark">Bug 25223</span></i></p></li><li><p>Added <code class="classname">BigWorld.PyRenderTarget</code> class. This
wraps render targets and allows control over their use and creation
from Python.</p><p class="remark"><i><span class="remark">Bug 25223</span></i></p></li><li><p>Added <code class="classname">BigWorld.PyGraphicsSetting</code> class.
This wraps the graphics setting class, and allows creation of new
graphics settings that you can manage from Python.</p><p class="remark"><i><span class="remark">Bug 26002</span></i></p></li><li><p>Added <code class="methodname">BigWorld.addModel()</code> and
<code class="methodname">BigWorld.delModel()</code>. This allows
PyAttachments to be drawn without being associated with an entity. See
the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../..//api_python/client/index.html#Client_Python_API" class="olink">Client Python API</a> for further details.</p><p class="remark"><i><span class="remark">Bug 23871</span></i></p></li><li><p>Added the <code class="classname">BigWorld.InvViewMatrixProvider</code>
class. This MatrixProvider returns the current inverse view matrix,
regardless of what camera is currently in use. Previously you'd need
to access this matrix through instances of the
<code class="classname">BigWorld.Camera</code> class, requiring you to
manually handle the case when the BigWorld camera object changes. See
the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../..//api_python/client/index.html#Client_Python_API" class="olink">Client Python API</a> for further details.</p><p class="remark"><i><span class="remark">Bug 23871</span></i></p></li><li><p>Added the <code class="classname">Math.Vector4Distance</code> class.
This Vector4Provider returns the dynamic distance between two
MatrixProvider positions.</p><p class="remark"><i><span class="remark">Bug 26724</span></i></p></li><li><p>Added the <code class="classname">Math.MatrixInverse</code> class. This
MatrixProvider returns the inverse a given MatrixProvider.</p><p class="remark"><i><span class="remark">Bug 24709</span></i></p></li><li><p>Added the <code class="classname">Math.Vector4Translation</code> class.
This Vector4Provider returns the translation part of a
MatrixProvider.</p><p class="remark"><i><span class="remark">Bug 24709</span></i></p></li><li><p>Added <span class="literal">LOOKAT</span> and
<span class="literal">LOOKAT_SCALEZ</span> styles for
<code class="classname">Math.MatrixAdaptor</code>. These interprets the source
Vector4Provider as a direction, and produces a look-at Matrix,
optionally scaling the resultant z-axis by the size of the input
vector.</p><p class="remark"><i><span class="remark">Bug 24709</span></i></p></li><li><p>Added an optional position Vector4Provider attribute for
<code class="classname">Math.MatrixAdaptor</code>. This provides the
translation for the output Matrix.</p><p class="remark"><i><span class="remark">Bug 24709</span></i></p></li><li><p>Created <code class="classname">FX</code> Python module. This is a
general purpose special effects library, previously in use by
FantasyDemo but now properly documented and tested. Please see the
<a xmlns:xlink="http://www.w3.org/1999/xlink" href="../file_grammar_guide/file_grammar_guide.html#File_Grammar_Guide" class="olink">File Grammar Guide</a> for details about the file
format, and the Python code for comments and details on its
use.</p><p class="remark"><i><span class="remark">Bug 23871</span></i></p></li><li><p>Created <code class="classname">Weather</code> Python module. This is a
client-side weather library, previously in use by FantasyDemo but now
properly documented and tested and with WorldEditor support. Please
see the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../content_tools_reference_guide/content_tools_reference_guide#Content_Tools_Reference_Guide" class="olink">Content Tools Reference Guide</a> for
comments and details on its use.</p><p class="remark"><i><span class="remark">Bug 23871</span></i></p></li><li><p>It is now possible to export vertex colours and/or an additional
UV map set. These can then be used in any of the shaders, for examples
of usage see the <code class="filename">lightonly_dual.fx</code> and
<code class="filename">lightonly_vertexcolour.fx</code> files.</p><p class="remark"><i><span class="remark">Bug 24220</span></i></p></li><li><p>The BigWorld client can now display web pages using Mozilla
Gecko 1.9 engine. Use the <code class="classname">WebPageProvider</code> as a
Python object which can return a web page TextureProvider.</p><p class="remark"><i><span class="remark">Bug 22741</span></i></p></li><li><p>Integrated with Scaleform v3.0. Please read the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../thirdparty_integrations/thirdparty_integrations.html#Third_Party_Integrations" class="olink">Third-Party Integrations</a> for further details.</p><p class="remark"><i><span class="remark">Bug 26488</span></i></p></li><li><p><code class="methodname">BigWorld.loadResourceListBG()</code> can now
load .fx files in the background. It returns a
<code class="classname">PyMaterial</code> object.</p><p class="remark"><i><span class="remark">Bug 25223</span></i></p></li><li><p>Added <code class="varname">drawSplodges</code> attribute to
<code class="classname">PySceneRenderer</code>.</p><p class="remark"><i><span class="remark">Ticket 693</span></i></p></li><li><p>TextGUIComponent can now render multi-line text. See the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../..//api_python/client/index.html#Client_Python_API" class="olink">Client Python API</a> for details on the property
<code class="varname">TextGUIComponent.multiline</code>.</p><p class="remark"><i><span class="remark">Bug 19477</span></i></p></li><li><p>Colour formatting tags can now be embedded within a
TextGUIComponent. See <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../..//api_python/client/index.html#Client_Python_API" class="olink">Client Python API</a> for
details on the property
<code class="varname">TextGUIComponent.colourFormatting</code>.</p><p class="remark"><i><span class="remark">Bug 19477</span></i></p></li><li><p>A new Input Method Editor API has been exposed to the Python
scripts which allows for writing in-game IME interfaces for the
Chinese, Japanese and Korean languages. An example IME implementation
is included as part of the Fantasy Demo PyGUI library. See the Client
Programming Guide for details.</p><p class="remark"><i><span class="remark">Bug 19477</span></i></p></li><li><p>The size and the frequency of face updates of the
EnvironmentCubeMap are now configurable. See
<code class="filename">bigworld/res/resources.xml/environment/cubeMap</code>.</p></li><li><p>Added an ActionMatcher testing and visualisation script, see
<code class="filename">bigworld/res/scripts/client/Tests/ActionMatcher.py</code>.</p><p class="remark"><i><span class="remark">Bug 15312</span></i></p></li><li><p>Added two memory-related Python API functions,
<code class="methodname">BigWorld.totalPhysicalMemory()</code> and
<code class="methodname">BigWorld.totalVirtualMemory()</code>. These can aid
game scripts in choosing appropriate detail settings for a
user.</p><p class="remark"><i><span class="remark">Bug 26144</span></i></p></li><li><p>Omni lights, spot lights, and pulse lights now have a property
called <code class="varname">priority</code> which can be used to bias sorting
towards certain lights when determining the most relevant dynamic
lights for an object. This value has also been exposed on
<code class="classname">PyChunkLight</code> and
<code class="classname">PyChunkSpotLight</code>.</p><p class="remark"><i><span class="remark">Bug 27362</span></i></p></li><li><p>Added <code class="varname">Physics.smoothingTime</code>. This allows you
to specify the time in seconds over which velocity changes are
smoothed. It defaults to 0.3 seconds, which is the default blend time
for animations. This attribute replaces a 0.3 that was hardcoded into
the engine.</p><p class="remark"><i><span class="remark">Bug 27369</span></i></p></li><li><p>The base path for the preferences XML file can now be configured
in the engine config XML, allowing the option to put the preferences
in the current user's AppData or My Documents directories. Similarly,
screenshots can now be configured to output in a custom location. See
the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../client_programming_guide/client_programming_guide.html#Client_Programming_Guide" class="olink">Client Programming Guide</a> and the example
Fantasy Demo <code class="filename">engine_config.xml</code> for
details.</p><p class="remark"><i><span class="remark">Bug 12228</span></i></p></li><li><p>You can now perform navigation queries on client side. To allow
this, you have to modify <code class="code">CDataPacker::pack</code> in
<code class="filename">bigworld/src/tools/res_packer/cdata_packer.cpp</code> so
that it keeps <span class="literal">"worldNavmesh"</span> sections. You also
need to enable navigation for each space by setting the value of
<span class="literal">"clientNavigation/enable"</span> to
<span class="literal">"true"</span> in the <code class="filename">space.settings</code>
file for that space. You can then call
<code class="methodname">BigWorld.navigatePathPoints()</code> to get a list
of intermediate positions between the source and destination
position.</p><p><em class="emphasis">Note: This functionality is not yet officially
supported.</em></p><p class="remark"><i><span class="remark">Bug 24754</span></i></p></li><li><p>Added the <code class="varname">reflectionVisible</code> attribute to
<code class="classname">GUIAttachment</code> to allow control over whether a
GUI attachment is visible in reflection scenes (e.g. water
reflections). It defaults to <span class="literal">True</span> in order to keep
existing default behaviour.</p><p class="remark"><i><span class="remark">Ticket 2412</span></i></p></li><li><p>Added an option to <code class="filename">engine_config.xml</code> which
allows WARNING and ERROR messages to be logged to the Python console.
This allows warnings and errors to be more visible during development.
This is disabled by default in the engine, but can be enabled by
setting "debug/logMessagesToConsole" to true in
<code class="filename">engine_config.xml</code>. It is enabled in Fantasy
Demo.</p><p class="remark"><i><span class="remark">Ticket 27955</span></i></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e411"></a>4. Changed Features</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>In order to make the source code location for BigWorld
components consistent, the
<code class="filename"><em class="replaceable"><code>trunk</code></em>/src</code> directory
has been moved to
<code class="filename"><em class="replaceable"><code>trunk</code></em>/bigworld/src</code>.
This needs to be considered when merging source code changes from
previous versions to the latest version.</p><p class="remark"><i><span class="remark">Bug 10156</span></i></p></li><li><p>The BigWorld client Visual Studio solution is no longer
contained within <code class="filename">fantasydemo/src</code> and is now fully
contained within <code class="filename">bigworld/src/client</code>. The default build
location for the client executable is now
<code class="filename">bigworld/bin/client/bwclient.exe</code>.</p><p>Keep in mind that this means that
<code class="filename">bwclient2005|2008.vcproj</code> is now the actual
executable project rather than a static library.</p><p class="remark"><i><span class="remark">Bug 12228</span></i></p></li><li><p>The client will now look for a <code class="filename">paths.xml</code> in
the current working directory before checking to see if
<code class="filename">paths.xml</code> exists next to the executable
file.</p><p class="remark"><i><span class="remark">Bug 12228</span></i></p></li><li><p>The internal Python library has been updated to version
2.6.4.</p><p class="remark"><i><span class="remark">Bug 27310</span></i></p></li><li><p>If building using Visual Studio 2005, you will need to upgrade
your Windows Platform SDK installation to the latest version
(available from the Microsoft web site).</p></li><li><p>The Font system now dynamically allocates glyphs on-the-fly.
This is to support large Asian character sets. Please see the <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../client_programming_guide/client_programming_guide.html#Client_Programming_Guide" class="olink">Client Programming Guide</a> chapter <a xmlns:xlink="http://www.w3.org/1999/xlink" href="../client_programming_guide/client_programming_guide.html#xref_Fonts" class="olink"><i>Fonts</i></a> for
further details.</p><p class="remark"><i><span class="remark">Bug 12713</span></i></p></li><li><p>Removed existing C++ post-processing filters, and the
<code class="classname">FullScreenBackBuffer</code> class. These have been
replaced by the PostProcessing framework (see New Features).</p><p class="remark"><i><span class="remark">Bug 25223</span></i></p></li><li><p>The GoboComponent (<code class="classname">GUI.Gobo</code>) no longer
refers to the hard-coded bloom2 render target. Instead the render
target is specified via a python attribute. This allows you to use any
secondary texture to blend with. Also, the freeze functionality no
longer saves a frozen copy of the Gobo to disk, instead you now must
provide a render target into which the gobo will be frozen.</p><p class="remark"><i><span class="remark">Bug 25223</span></i></p></li><li><p>Removed weather systems which were deprecated in 1.8. These are
replaced by the new Python weather system module, which allows far
greater customisation and control. See the New Features section for
more details.</p><p class="remark"><i><span class="remark">Bug 23871</span></i></p></li><li><p>Added lighting and parallax support for the static sky box
shaders (sky_box.fx and sky_box_alpha.fx).</p><p class="remark"><i><span class="remark">Bug 23871</span></i></p></li><li><p>For all keyboard keys other than shift, input now uses the
<span class="literal">WM_KEYDOWN</span> family of Windows messages rather than
raw input. This allows keyboard input to better cooperate with IME.
Raw input is still used for the shift key in order to be able to
differentiate between the left and right shift keys.</p><p class="remark"><i><span class="remark">Bug 19477</span></i></p></li><li><p>Mouse button events now use the
<span class="literal">WM_LBUTTONDOWN</span> family of Windows messages rather
than raw input. This allows the location of the mouse cursor when the
event occured to be determined.</p><p class="remark"><i><span class="remark">Bug 26987</span></i></p></li><li><p>There is no longer a separate character event for text input. It
has been unified into the key event message, allowing easier control
of the overall flow of keyboard related events.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>The personality script input event handlers
<code class="code">handleKeyEvent</code>, <code class="code">handleMouseEvent</code>, and
<code class="code">handleAxisEvent</code> now take a single parameter (a
<code class="code">PyKeyEvent</code>, <code class="code">PyMouseEvent</code>, and
<code class="code">PyAxisEvent</code> respectively). Existing Python scripts will
need to be updated accordingly. See the Python API documentation for
<code class="code">PyKeyEvent</code>, <code class="code">PyMouseEvent</code>, and
<code class="code">PyAxisEvent</code> for details on how to query event
parameters.</p><p>Similarly, the equivalent GUI system event handlers have been
modified in the same way.</p><p class="remark"><i><span class="remark">Bugs 24161, 26987</span></i></p></li><li><p>The C++ enum <code class="code">KeyEvent::Key</code> has been refactored into
its own namespace within <code class="filename">key_code.hpp</code>.</p><p class="remark"><i><span class="remark">Bug 26987</span></i></p></li><li><p><code class="code">handleKeyEvent</code> now receives auto-repeat for
keyboard keys other than characters. This allows more complex
text-input GUI's (e.g. system controlled auto-repeat for arrow keys)
to be implemented in Python. If porting from a previous version of
BigWorld and want to keep old behaviour, use
<code class="code">PyKeyEvent.isRepeatedEvent()</code> in
<code class="code">handleKeyEvent</code> to filter out repeats.</p><p>Note that joystick and mouse buttons do not generate auto-repeat
events.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p><code class="code">SimpleGUIComponent.handleMouseButtonEvent</code> will now
be called only when <code class="code">SimpleGUIComponent.mouseButtonFocus</code>
property is set to True (previously it would only be when the focus
flag was True). Separating this out makes it easier to implement a
focusing system that allows the user to focus a component using a
mouse click (i.e. the component can receive mouse button events but
not keyboard events by setting <code class="code">mouseButtonFocus</code> to True
and <code class="code">focus</code> to False respectively).</p><p class="remark"><i><span class="remark">Bug 19477</span></i></p></li><li><p><code class="code">SimpleGUIComponent.handleClickEvent</code> now only gets
called on components that have their <code class="code">mouseButtonFocus</code>
property set to True.</p><p class="remark"><i><span class="remark">Bug 26987</span></i></p></li><li><p>The <code class="code">BigWorld.rumble</code> function has been
removed.</p><p class="remark"><i><span class="remark">Bug 26987</span></i></p></li><li><p><code class="classname">ConsoleGUIComponent</code> has been deprecated
in favour of using script based solutions that take advantage of
multi-line TextGUIComponents. See the chat console scripts in
FantasyDemo for an example.</p><p class="remark"><i><span class="remark">Bug 26444</span></i></p></li><li><p>Vector4Providers and MatrixProviders are now automatically
ticked, instead of relying on the holder to tick them. This fixes a
bug where Providers being held onto by more than one owner would be
ticked twice or more per-frame, thus speeding up. Due to this changed
feature, some effects that you may have created that rely on Vector4
or MatrixProviders may tick at a different (correct) speed - so any
workarounds or timings must be corrected for. As a second by-product
of fixing this bug, Vector4TimeManipulator has been removed. If you
rely on Vector4TimeManipulator, please contact BigWorld Support and we
will provide an appropriate replacement class.</p><p class="remark"><i><span class="remark">Bug 25223</span></i></p></li><li><p>RenderTargets now add themselves by name to the Texture Manager.
This means you can access render target textures just as they were any
other texture. This was added for the PostProcessing framework, but
should also be useful in other ways. For example, in ModelEditor, you
could type in the name of a render target ("downSample1") and have
that appear on models.</p><p class="remark"><i><span class="remark">Bug 25223</span></i></p></li><li><p>RenderTargets do not allocate their texture memory until first
used (via <code class="methodname">push()</code>,
<code class="methodname">pTexture()</code>,
<code class="methodname">pSurface()</code>,
<code class="methodname">depthBuffer()</code>.) This allows you to create any
number of Render Targets definitions without using more memory than is
necessary at runtime.</p><p class="remark"><i><span class="remark">Bug 26855</span></i></p></li><li><p>Models containing Dyes can now be used as software occluders.
Previously, the engine automatically turned off occlusion if a model
had Dyes, just in case one of the Dyes was transparent. Now the engine
doesn't take this into account, so if you encounter occlusion issues
using such a Model, then you must now manually turn off the Occluder
flag in ModelEditor for that object.</p><p class="remark"><i><span class="remark">Bug 26523</span></i></p></li><li><p>Lens Flare optimisations - added an alternate implementation for
Lens Flare Occlusion Testing that doesn't use DirectX Occlusion
Queries. For these flares, the rendering is batched and the fill-rate
usage is reduced by drawing them to a small offscreen buffer before
final compositing. This alternate implementation greatly reduces the
performance cost of lens flare for some cards, especially the GeForce
8600.</p><p class="remark"><i><span class="remark">Bug 25912</span></i></p></li><li><p>Added 'bypass depth' property to the water. On Shader Model 3,
the water uses screen-space depth for soft particle blending, soft
edge blending etc. Sometimes you need to be able to override the
depth-based extensions, for example in the case where very shallow
water is used to simulate a reflective floor.</p><p class="remark"><i><span class="remark">Bug 26627</span></i></p></li><li><p>The BigWorld client 'Release' and 'Consumer_Release' build
configurations no longer use the 'Whole Program Optimization' compiler
option and the 'Link Time Code Generation' linker option. This was
done to decrease compilation time and as these options do not provide
significant performance benefit. Customers can still enable these
options if required.</p><p class="remark"><i><span class="remark">Bug 26870</span></i></p></li><li><p>The <code class="code">TextureManager</code> is now less strict about file
extensions. If a texture is not found, it will look for a file with
the same name but different file extension before returning an
error.</p><p class="remark"><i><span class="remark">Bug 26459</span></i></p></li><li><p>We now check the number of CPU cores and only perform a 1ms
per-frame sleep on single-core machines. The sleep is there for
single-core machines to allow time for background tasks such as chunk
loading.</p><p class="remark"><i><span class="remark">Bug 27341</span></i></p></li><li><p>The Python API function
<code class="methodname">BigWorld.findChunkFromPoint</code> will now throw a
<span class="literal">ValueError</span> if a chunk is found, but it has not been
fully loaded. This is to handle the case when the point actually
resides in an indoor chunk, but only the outdoor part has been loaded.
Scripts should use this function in the same way as before, but there
will be cases when it returns a chunk later than previously. As a
result of this change, this method will now also be more
accurate.</p><p class="remark"><i><span class="remark">Bug 26756</span></i></p></li><li><p>The chunk traversal for the non-Umbra code path has been
optimized, it now uses a quad tree for outdoor chunk traversal and
only does portal traversal for indoor chunks.</p><p class="remark"><i><span class="remark">Bug 27375</span></i></p></li><li><p>The chunk traversal for the Umbra code path has been optimised,
it now only uses Umbra for the outside scene and uses portal traversal
for indoor areas. The water reflection no longer uses Umbra to
calculate the reflection either. This should result in improved
performance in indoor areas and scenes with water.</p><p class="remark"><i><span class="remark">Bug 26875</span></i></p></li><li><p>Lights that dynamically light the scene now deteremine which
neighbouring chunks they affect by checking to see if they intersect
with the portal that links the two chunks. Previously, lights would be
pulled from neighbouring chunks regardless of whether or not they
intersect with the portal. This may affect the lighting setup of
existing spaces that were built using the previous lighting scheme and
will need to be adjusted accordingly by an artist. See the Content
Creation Manual section on lights for more information on how this
works.</p><p class="remark"><i><span class="remark">Bug 27362</span></i></p></li><li><p>Spot lights are now sorted by attenuation to find the two most
relevant spot lights affecting an object, similarly to how omni lights
were already being sorted.</p><p class="remark"><i><span class="remark">Bug 27362</span></i></p></li><li><p>The spaceID parameter of BigWorld.weather() is now optional. If
no spaceID is passed in, then the current camera space is used.
Although the spaceID parameter still works, it is only being kept for
backwards compatibility, since the client only supports a single space
at a time, and the other weather features are global and not
per-space.</p><p class="remark"><i><span class="remark">Bug 27522</span></i></p></li><li><p>Conversion from Python strings to C++ strings is now more
strict. More specifically, Script::setData now checks to make sure the
Python object being converted is actually a string (narrow or
unicode), and fails conversion if it is not.</p><p>Because of this, some BigWorld Python methods that used to work
when passing in non-string Python objects will now fail if something
other than a string is given.</p><p>In our FantasyDemo code we found that this impacted some Python
scripts that were reading strings from data sections and passing a
Python <span class="literal">None</span> object as a default value. This will
now fail, as the default value for readString is a string. The scripts
that had to be fixed are <code class="filename">Helpers/PyGUI/Button.py</code>
and <code class="filename">Spell.py</code>, which can be found in
<code class="filename">fantasydemo/res/scripts/client</code>.</p><p class="remark"><i><span class="remark">Bug 27324</span></i></p></li><li><p>The default value for <code class="code">waitVSync</code> in
<code class="filename">device_app.cpp</code> and in
<code class="filename">preferences.xml</code> is now true to prevent
tearing.</p><p class="remark"><i><span class="remark">Bug 26781</span></i></p></li><li><p>Multiple improvements were made to automatic flora selection and
placement. Additionally, a typo was fixed in reading flora.xml, now
vb_size is read in for the vertex buffer size. Finally, the ecotype
blur and position blur watchers are now initialised from XML, via the
ecotypeBlur and positionBlur tags in flora.xml.</p><p class="remark"><i><span class="remark">Bug 27628</span></i></p></li><li><p><code class="methodname">BigWorld.floraVBSize()</code> now sets the
<code class="varname">maxVBSize_</code> member; this value is then multiplied by
the flora graphics settings ratio to get the actual vb size. This
makes it behave exactly like the vbSize tag in your flora.xml file and
should help finding the correct flora vb size for your game.</p><p class="remark"><i><span class="remark">Bug 27652</span></i></p></li><li><p>The interpretation of <em class="emphasis">pitch</em> has been
corrected in <code class="classname">NodeTrackerInfo</code>,
<code class="classname">DirectionCursor</code> and
<code class="classname">CursorCamera</code> to be consistent with other uses
of pitch within BigWorld. That is, a positive pitch indicates the nose
is pointing down and a negative pitch indicates the nose is pointing
up.</p><p>This is likely to affect script in the construction arguments to
<code class="classname">NodeTrackerInfo</code>, the
<code class="code"><span class="literal">minPitch</span></code> and
<span class="literal">maxPitch</span> values set in
<code class="code">BigWorld.dcursor()</code> including settings in
<code class="filename">engine_config.xml</code>'s
<span class="literal">directionCursor</span> section.</p><p class="remark"><i><span class="remark">Bug 27757</span></i></p></li><li><p><code class="code">Physics.droppingTime</code> in Python API is no longer
supported. <code class="code">Physics.fallingVelocity</code> is now used to track
the vertical movement of the entity.</p><p class="remark"><i><span class="remark">Bug 27685</span></i></p></li><li><p>The <code class="code">SimpleGUIComponent.addChild</code> method now raises a
Python exception if the given component already has a parent, where-as
previously it would simply log a warning message and fail without
reporting this back to the scripts.</p><p class="remark"><i><span class="remark">Bug 27855</span></i></p></li><li><p>The <code class="code">PyGUIComponentPosition</code> and
<code class="code">PyGUIComponentColour</code> classes (returned by the
<code class="code">SimpleGUIComponent.position</code> and
<code class="code">SimpleGUIComponent.colour</code> attribute accessors) now hold
onto a weak reference (rather than a strong reference) to the
<code class="code">SimpleGUIComponent</code> they belong to. This avoids scripts
unwittingly holding onto a strong reference to the
<code class="code">SimpleGUIComponent</code> and potentially causing a memory leak
due to having circular references.</p><p class="remark"><i><span class="remark">Bug 27955</span></i></p></li><li><p>The BigWorld client now overrides <code class="code">sys.excepthook</code>
and disables the main-thread access warning while tracebacks are being
printed.</p><p class="remark"><i><span class="remark">Bug 27955</span></i></p></li><li><p>SimpleGUIComponent will no longer call the
<code class="code">component.script.focus()</code> family of event handlers while
defocusing components during component destruction (i.e. when the
SimpleGUIComponent reference count hits zero). Scripts should either
explicitly defocus the component before decreasing the reference count
of the component to zero (e.g. in a custom fini method), or implement
logic in <code class="code">SimpleGUIComponent.onDelete</code> (whilst being very
careful not to touch the component since the component is in the
middle of destruction).</p><p class="remark"><i><span class="remark">Bug 28002</span></i></p></li><li><p>The Python <code class="methodname">BigWorld.chunkInhabitant()</code>
function and the <code class="classname">ChunkPortal</code> class have been
removed. The functionality they were previously provided for (turning
on and off portals for door-like entities) can now be achieved by
using <code class="methodname">Entity.setPortalState()</code>. This makes the
Client API consistent with the CellApp API.</p><p class="remark"><i><span class="remark">Bug 26400</span></i></p></li><li><p>The vlo file saved in space folder now has an underscore as
prefix to avoid warnings about invalid XML tags. The old vlo file name
is still supported.</p><p class="remark"><i><span class="remark">Bug 28090</span></i></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e888"></a>5. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>GUI shaders are now applied to a component before applying
shaders to children. This means that a shader attached to a child can
now override a shader attached to a parent (e.g. previously, if both a
parent and a child have a ColourGUIShader, the parent colour shader
would override the child colour shader).</p><p class="remark"><i><span class="remark">Bug 19477</span></i></p></li><li><p><code class="code">The SimpleGUIComponent.localToScreen</code> and
<code class="code">screenToLocal</code> methods now take the scroll property of
<code class="code">WindowGUIComponent</code> into account.</p><p class="remark"><i><span class="remark">Bug 19477</span></i></p></li><li><p>Fixed a problem with drag and drop functionality in the GUI
where the drag would fail to commence if the mouse moves too quickly
off the component to be dragged.</p><p class="remark"><i><span class="remark">Bug 26987</span></i></p></li><li><p>Particle systems <code class="code">addYBounds</code> is now calculated
correctly, therefore particle systems are no longer incorrectly culled
when not using Umbra and looking up.</p><p class="remark"><i><span class="remark">Bug 26711</span></i></p></li><li><p>Fixed lightonly_normal shader, it was incorrectly using the
world vertex normal, making the effect appear differently from
different world directions.</p><p class="remark"><i><span class="remark">Bug 27158</span></i></p></li><li><p>Fixed use of watchers by environment objets. This fixes both
their behaviour and the related warnings that appear when changing
spaces.</p><p class="remark"><i><span class="remark">Bug 24269</span></i></p></li><li><p>Fixed a bug that caused floating point values to be read
incorrectly when using a locale other than English.</p><p class="remark"><i><span class="remark">Bug 23016</span></i></p></li><li><p>Fixed bugs in entity def files that use True of False as the
default value of property type BOOL. BOOL is actually an alias of
UINT8 so it only accepts 0 or 1 as its value. Also, a warning message
will be printed if trying to intepret a non-integer string value as an
integer when reading it from data section.</p><p class="remark"><i><span class="remark">Bug 25794</span></i></p></li><li><p>Loading of files required by User Data Objects is now done on
startup instead of on first use, avoiding file access from the main
thread when the first User Data Object is created.</p><p class="remark"><i><span class="remark">Bug 17451</span></i></p></li><li><p>There is now a 3DS Max preview shader for water_surface.fx and
distort.fx.</p><p class="remark"><i><span class="remark">Bug 27119</span></i></p></li><li><p>Fixed a bug that required you to have some translation in any
animation used for an <em class="emphasis">isImpacting</em> Action. Now you
can have purely rotational <em class="emphasis">isImpacting</em>
Actions.</p><p class="remark"><i><span class="remark">Bug 26610</span></i></p></li><li><p>If a model action has the
<span class="literal">feetFollowsDirection</span> flag set to true, the
ActionMatcher now only turns the model in the direction of movement if
the action also has the isMovement flag set to true. This was causing
the model to turn in the wrong direction momentarily while
transitioning between some movement and non-movement actions (e.g.
while decelerating to an Idle action after walking backwards).</p><p>It will still turn the model to face the direction of the
entity.</p><p class="remark"><i><span class="remark">Bug 28072</span></i></p></li><li><p>Fixed an issue where spot lights would light static objects both
statically and dynamically.</p><p class="remark"><i><span class="remark">Bug 26610</span></i></p></li><li><p>The Zip File System now uses 32 bit numbers for the zip magic.
No file format modification is required as the files already had 32
bit magic numbers.</p><p class="remark"><i><span class="remark">Bug 26177</span></i></p></li><li><p>Models with batching enabled will now display properly inside as
well as outside.</p><p class="remark"><i><span class="remark">Bug 27377</span></i></p></li><li><p>Coroutines now continue to execute correctly after a timeout
expires in a nested coroutine.</p><p class="remark"><i><span class="remark">Bug 27533</span></i></p></li><li><p>A fix was made to the Physics velocity smoothing, and a related
change made to the Action Matcher's velocity guessing code to make it
more stable. This fixes a bug where the Action Matcher would guess the
physics velocity incorrectly, producing glitchy and/or frequent
matched action changes.</p><p class="remark"><i><span class="remark">Bug 27369</span></i></p></li><li><p>If the current space changes due to a call to
<code class="methodname">Proxy.giveClientTo()</code> on the base, the client
no longer leaks the previous space it had already loaded.</p><p class="remark"><i><span class="remark">Bug 26716</span></i></p></li><li><p><code class="varname">Physics.uncorrectedVelocity</code> now includes
velocity due to gravity, which allows falling actions to be triggered
when using this as an input to
<code class="varname">ActionMatcher.velocityProvider</code>.</p><p class="remark"><i><span class="remark">Bug 27886</span></i></p></li><li><p>Fixed a bug where collision detection would fail when colliding
straight along the z-axis, close to the left edge of an outdoor
chunk.</p><p class="remark"><i><span class="remark">Bug 27071</span></i></p></li><li><p>Fixed a bug where setting the <code class="varname">nodeInfo</code>
property of a newly constructed <code class="classname">Tracker</code> and
then setting it's <code class="varname">directionProvider</code> property to
None, the Tracker would incorrectly continue to override the node's
animation. For example:</p><pre class="programlisting">tracker = BigWorld.Tracker()
tracker.nodeInfo = someNodeInfo
tracker.directionProvider = None # The tracker would continue to affect the node</pre><p class="remark"><i><span class="remark">Bug 27903</span></i></p></li><li><p><code class="methodname">FreeCamera.set</code> now resets the camera
yaw and pitch velocity to zero. This avoids having the camera spin due
to old velocity data when switching from another camera type to the
FreeCamera.</p><p class="remark"><i><span class="remark">Bug 28067</span></i></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1045"></a>6. Known Bugs & Limitations</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>The web browser capabilities of the BigWorld client are
currently limited as follows:</p><div class="itemizedlist"><ul type="circle"><li><p>Mozilla 1.9 (Firefox 2.0) is currently being used in the
BigWorld client. (MPL License)</p></li><li><p>Flash components interaction is limited (dragging and some
other mouse operations do not work).</p></li><li><p>Flash movies are shown in smaller windows than their actual
original window. Sometimes you will need to use lower web page
resolution when using flash movies.</p></li><li><p>HTML files can't be loaded from zipped resource
files.</p></li><li><p>Small memory leaks might occur when navigating to multiple
web pages multiple times.</p></li><li><p>Mozilla is currently disabled in PyModule_Hybrid. Customers
wanting to debug python related web stuff can enable mozilla by
not defining DISABLE_LLMOZLIB in mozilla_web_page.cpp. Warnings
about missing dlls will be displayed while running PyModule_Hybrid
in that case, but everything should still work as usual.</p></li><li><p>Some websites which capture the keyboard input might not
work correctly when Mozilla doesn't capture the keyboard by being
focused for keyboard events (see
<code class="code">MozillaWebPageInterface::focusBrowser</code>). This usually
happens when supporting in game IME.</p></li></ul></div></li><li><p>Bloom now requires shader model 2 or better because it is part
of the new PostProcessing framework. The other shader model 1.1 full
screen effects (heat shimmer and player fader) are unaffected.</p></li><li><p>While the debugging consoles (e.g. the Python console) now
support arbitrary Unicode characters, some wider character sets will
be clipped (e.g. Chinese). This is due to the <code class="code">widestChar</code>
property not being set for the system fonts (See the Fonts chapter in
the Client Programming Guide), since non fixed-width fonts are not
supported in the debugging consoles.</p><p>If wide character output is required when debugging Python
scripts, an alternative is to connect to the BigWorld client Python
console using a telnet client and set the output character encoding to
UTF-8.</p><p class="remark"><i><span class="remark">Bug 12713</span></i></p></li><li><p>The soft keyboard for the Traditional Chinese IME (i.e.
Taiwanese) will not display correctly whilst in full screen
mode.</p><p class="remark"><i><span class="remark">Bug 27719</span></i></p></li><li><p>The shimmer channel is incompatible with using <code class="code">
FlashText</code> & <code class="code">FlashGuiComponent</code> objects as
<code class="code">GuiAttachments</code>. If you wish to do this, the shimmer
channel will need to be disabled, or you could modify the Scaleform
renderer to not use the alpha channel.</p><p class="remark"><i><span class="remark">Bug 26887</span></i></p></li><li><p>Due to how the decal system works, decals may cause visual
artifacts (e.g. floating decals) on models that have a collision BSP
that is significantly different to the visual mesh.</p><p class="remark"><i><span class="remark">Bug 26222</span></i></p></li><li><p>Some fonts require an EffectMargin of 1 pixel to work around
idiosynchronacies in GDI+; in one example measureString returns 7*15
and drawString then draws a 7*16 block of pixels.</p><p class="remark"><i><span class="remark">Bug 12713</span></i></p></li><li><p>Entity traps (i.e. those created via Entity.addTrap) will not
trigger correctly if the same number of entities enter and leave
within a single tick (even if the actual entities change).</p><p class="remark"><i><span class="remark">Bug 27634</span></i></p></li><li><p>The client may crash if Python scripts try to execute
<code class="code">import</code> statements while the engine is shutting down. For
example, this may happen if <code class="code">import</code> is called from
<code class="code">Entity.onLeaveWorld</code>.</p><p class="remark"><i><span class="remark">Bug 27743</span></i></p></li><li><p>Nvidia PerfHUD cannot be used as it is incompatible with the
<code class="code">D3DCREATE_MULTITHREADED</code> flag which is needed for the
renderer to run.</p><p class="remark"><i><span class="remark">Bug 27358</span></i></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1146"></a>BigWorld Technology 1.9.6.12 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1151"></a>BigWorld Technology 1.9.6.11 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1156"></a>BigWorld Technology 1.9.6.10 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1161"></a>BigWorld Technology 1.9.6.9 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1166"></a>BigWorld Technology 1.9.6.8 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1171"></a>BigWorld Technology 1.9.6.7 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1176"></a>BigWorld Technology 1.9.6.6 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1181"></a>BigWorld Technology 1.9.6.5 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1184">1. Bug Fixes</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1184"></a>1. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Fixed a problem that could cause a passenger not to be
positioned on its vehicle. This could occur if the entity's vehicle
left and re-entered the AoI, leaving the passenger referring to the
old instance.</p><p class="remark"><i><span class="remark">Bug: 27803</span></i></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1193"></a>BigWorld Technology 1.9.6.4 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1198"></a>BigWorld Technology 1.9.6.3 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1203"></a>BigWorld Technology 1.9.6.2 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1206">1. Bug Fixes</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1206"></a>1. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Added the missing src/lib/third_party_integration library. </p><p class="remark"><i><span class="remark">Ticket # 1799</span></i></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1215"></a>BigWorld Technology 1.9.6.1 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1220"></a>BigWorld Technology 1.9.6 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1223">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e1230">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e1237">3. New Features</a></span></dt><dt><span class="section"><a href="#d0e1244">4. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e1253">5. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e1389">6. Known Bugs & Limitations</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1223"></a>1. Overview</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>BigWorld Technology 1.9.6 is the latest version of the BigWorld
Technology engine. This version contains multiple bug fixes and highly
important features which do not require complicated merges. Future 1.9
releases are expected to mainly contain bug fixes.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1230"></a>2. Executive Summary</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Multiple bug fixes were done in this version.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1237"></a>3. New Features</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>The application window title can now be changed using the
appTitle xml element in the engine configuration file.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1244"></a>4. Changed Features</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Added a (commented out) #define in pymodelnode.hpp,
THROW_UNLATCHED_NODE_EXCEPTIONS. If this is turned on, then an
exception is thrown if a PyModelNode matrix value is used before it's
initialized. The most common symptom of this is models or particle
systems 'not displaying', or more likely, displaying at the world
origin, i.e. not where you would expect.<em><span class="remark">Bug
26732</span></em></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1253"></a>5. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Multiple water objects now share a common timer for texture
animation. This makes it easier to synchronise multiple water bodies.
<em><span class="remark">Ticket # 1270</span></em></p></li><li><p>Fixed an issue where impacting animations would reset the model
scale to <code class="code">(1,1,1) if the scale was less than 1.0</code>.
<em><span class="remark">Bug 27001</span></em></p></li><li><p>Fixed a rare crash caused by a race condition in terrain
streaming. <em><span class="remark">Ticket # 1576</span></em></p></li><li><p>Improved performance scalability for the function
<code class="code">SimpleGUI::filterList()</code>, which is used to detect
enter/leave GUI events. <em><span class="remark">Ticket # 1432</span></em></p></li><li><p>Fixed an uninitialised variable in AvatarFilter that caused an
assert when optimisations were turned off. <em><span class="remark">Bug
26949</span></em></p></li><li><p>The player physics code that checks if the target position in
the space has been loaded (in order to disable physics while loading)
was performing an intersection test against an uninitialised bounding
box. It now checks if the chunk overlappers (i.e. indoor chunks) have
loaded their bounding box before testing against it. This fixes a
problem where the player could fall through the floor when teleporting
into an indoor chunk.<em><span class="remark">Bug 26949</span></em></p></li><li><p>Fixed a memory leaked caused by they way Moo::DeviceCallback
managed lists of deleted device callbacks. This memory leak was
usually minor, but some customers who have modified the engine to
perform large-scale static outdoor lighting were greatly
affected.<em><span class="remark">Bug 26779</span></em></p></li><li><p>Fixed noResize flag for .texformat and texture_detail_levels.xml
for the consumer client build.<em><span class="remark">Bug 26884</span></em></p></li><li><p>Fixed a bug where animations would lose one Cue key each time
they're saved.<em><span class="remark">Bug 27135, Ticket 1577</span></em></p></li><li><p><code class="code">BigWorld.spaceLoadStatus</code> now takes both indoor and
outdoor chunks into account (previously it was ignoring indoor
chunks). <em><span class="remark">Bug 26721</span></em></p></li><li><p><code class="code">BigWorld.spaceLoadStatus</code> now considers whether or
not nearby terrain blocks have streamed at least one LOD. <em><span class="remark">Bug
26951</span></em></p></li><li><p>The FantasyDemo icon is now correctly loaded and used by
FantasyDemo. New icon is being used and this icon applies for the
ICON_BIG and ICON_SMALL window icons.</p></li><li><p>The CAT tool batch file bigworld\tools\cat\cat.bat now correctly
runs cat.</p></li><li><p>Client-only entities placed in WorldEditor (i.e.
<code class="code">ChunkEntity</code>) now check to see if they are still loading
their prerequisites when ejecting chunks and make sure the entity is
removed from <code class="code">EntityManager</code> if this is the case. This was
causing client-only entities to sometimes "leak" into another space
when teleporting quickly between spaces.<em><span class="remark"> Bug
27188</span></em></p></li><li><p>Changed the order in which operations are performed in
<code class="code">ChunkSpace::clear</code>. Previously, the homeless list was
being cleared before it was being populated, causing some ChunkItems
to live on after the space is cleared.<em><span class="remark"> Bug
27188</span></em></p></li><li><p><code class="code">ChunkVLO</code> no longer uses the <code class="code">WANTS_NEST</code>
flag. This fixes a minor memory leak when unloading/reloading chunks
that contain water. <em><span class="remark">Bug 27188</span></em></p></li><li><p>Removed unnecessary logging while using non-relative mouse
devices (e.g. pen tablet). It now logs a single message the first time
such a device is used. <em><span class="remark">Bug 27185</span></em></p></li><li><p>Added a <code class="code">PyObjectPlus::pyDel</code> method which is called
just before the <code class="code">PyObject</code> is destructed.
<code class="code">SimpleGUIComponent</code> uses this to avoid the situation where
the attached script could call on derived classes after the derived
class had been destructed but before the base
<code class="code">SimpleGUIComponent</code> class was destructed (causing a
crash). <em><span class="remark">Bug 27149</span></em></p></li><li><p>The portal system now works properly when multiple visible
portals lead to the same chunk.<em><span class="remark">Bug 26915</span></em></p></li><li><p>The timeout for FantasyDemo loading screen is now set to 180 seconds instead of 60 seconds.<em><span class="remark">Bug 27204</span></em></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1389"></a>6. Known Bugs & Limitations</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Although previously advertised, we have not yet included support
for Visual Studio 2008. This will be released as part of BigWorld
2.0.</p></li><li><p>BigWorld does not support multiple client spaces.</p></li><li><p>Resource files compressed using the WinZip command-line tools
have known issues with BigWorld resource manager. As a workaround,
either the WinZip GUI or the 7-Zip command-line tools can be
used.</p></li><li><p>All spotlights are treated as specular regardless of whether
they have the <code class="code"> specular </code> set.</p></li><li><p>The <code class="code"> ENABLE_CULLING_HUD </code> option defined in <code class="code">
mf/src/lib/cstdmf/config.hpp </code> has been disabled. If it is
re-enabled then crashes can occur.</p></li><li><p>Running both the client and the tools simultaneously can exhaust
video memory and cause undefined behaviour in both
applications.</p></li><li><p>The <code class="code"> /3gb </code> Windows boot option can sometimes cause
instability with DirectX applications such as the client.</p></li><li><p>GUI files are not completely loaded in the background using
<code class="code"> Entity.prerequisites </code> or <code class="code">
BigWorld.loadResourceListBG </code> . Only the XML file describing the
gui tree is loaded. To workaround this, you will need to load the gui
XML file in the background (or preload it), and parse the gui file
looking for texture maps, then load the texture maps in the background
using <code class="code"> BigWorld.loadResourceListBG </code> .</p></li><li><p>The parallax_lighting pixel shader produces incorrect results
for spot lighting. When you have one or more spot lights inside a
shell that are using dynamic lighting, at least one will produce an
incorrect lighting result.</p></li><li><p>There is currently no way to destroy an individual decal, only
the whole set. This makes it difficult to use decals on models that
change, for example, a wall that collapses.</p></li><li><p>Particles using local-space rendering do not collide correctly
using the Collide Action.</p></li><li><p>MSAA or Multi-sample Anti-aliasing is not available due to the
way the post-processing filters currently use the back buffer.</p></li><li><p>The Action matcher plays its matched actions on Track 0, thus
overriding the track number you may have selected for the action in
ModelEditor. Having said this, the interrupt/blend rules for actions
still work consistently, so any actions played explicitly on track 0
will interrupt action matched actions. However it is worth noting that
the action matcher is implicitly overriding the track number
allocated.</p></li><li><p>Large client spaces can exhibit floating point precision issues
depending on the distance from the origin. This can become aparent as
early as 6-7,000 units distance from the origin if models use a lot of
overlapping geometry. Animation can become jerky at about 15,000 units
from the origin.</p></li><li><p>An assert is triggered when running the client and power saving
mode kicks in. (i.e. the laptop is running low on batteries)</p></li><li><p>Models whose set of material groups and tints do not match those
names used in its LoD parent will sometimes render using an incorrect
material.</p></li><li><p>The BigWorld client is known not to compile using Express
versions of Visual C++.</p></li><li><p>Server discovery will crash the client if it is invoked without
its callback being set.</p></li><li><p>The direction cursor is currently unaffected by changes in
rotation of the player's vehicle.</p></li><li><p>A speedtree without any billboard information will cause a
crash.</p></li><li><p>We do not support models with a node hierarchy greater than 128
elements. This includes bones and joints. If you attempt to add a
model that has a hierarchy with a greater depth than this, an error
message will be logged and the model may display incorrectly. <em><span class="remark">
Bug 20962 </span></em></p></li><li><p>Currently, BigWorld only supports a maximum of three bone
influences per vertex. If the model is defined with vertices that have
more than three bones, then only the highest three influencing bones
are used. <em><span class="remark"> Bug 20719 </span></em></p></li><li><p>BigWorld does not support non-orthogonal rotation matrices in
Visual nodes. The skew will be removed when the matrix is converted to
the rotation quaternion in the BlendTransform. In 1.9.1, warnings for
non-orthogonal matrices will be issued in DEBUG configuration. In
future releases, the visual exporter will ensure the matrices are
correct and this warning will be upgraded to an error. <em><span class="remark">Bug
21717</span></em></p></li><li><p>There are several known issues with the MatrixProvider and
VectorProviders, because they require the caller to manually tick
them. As a result some providers are ticked multiple times in the
frame, while others are not ticked at all. <em><span class="remark">Bug
23154</span></em></p></li><li><p>Visual doesn't support node hierarchy deeper than 128 levels.
<em><span class="remark">Bug 23087</span></em></p></li><li><p>Zipped assets currently suffer form a loading performance
penalty and it is not recommend to zip large directories where loading
speed is critical. <em><span class="remark">Bug 23086</span></em></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1504"></a>BigWorld Technology 1.9.5 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1507">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e1514">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e1521">3. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e1535">4. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e1562">5. Known Bugs & Limitations</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1507"></a>1. Overview</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>BigWorld Technology 1.9.5 is the latest version of the BigWorld
Technology engine. This version contains multiple bug fixes and highly
important features which do not require complicated merges. Future 1.9
releases are expected to mainly contain bug fixes.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1514"></a>2. Executive Summary</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Multiple bug fixes were done in this version.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1521"></a>3. Changed Features</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>The BigWorld client 'Release' and 'Consumer_Release' build
configurations no longer use the 'Whole Program Optimization' compiler
option and the 'Link Time Code Generation' linker option. This was
done to decrease compilation time and as these options do not provide
significant performance benefit. Customers can still enable these
options if required. <em><span class="remark">Bug 26870</span></em></p></li><li><p>The 'Release_Indie' and 'Consumer_Release_Indie' build
configurations have been added to the BigWorld solution files. These
configurations are used internally by BigWorld to build executables
shipped to Indie customers and are usually not used by BigWorld
customers. <em><span class="remark">Bug 26840</span></em></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1535"></a>4. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>A bug has been fixed where keyboard buttons could get stuck in a
pressed state. This would occur when a button is pressed, released,
and pressed again within a single frame. <em><span class="remark">Ticket #
1353</span></em></p></li><li><p>GUI Components' internal state is now updated correctly in
their<code class="code"> draw </code>method even if they are clipped by a
WindowGUIComponent. This prevents event methods being called
incorrectly when the components were clipped. <em><span class="remark">Ticket
#1403</span></em></p></li><li><p>The "Client Settings/Debug Action Matcher" watcher now functions
correctly. This watcher can be enabled to display action matcher
parameters as a string above each model in the world. <em><span class="remark">Bug
26991</span></em></p></li><li><p>The input system now deals with the situation where Windows
inserts additional raw shift key-down and key-up messages when using
extended keys with num-lock turned on. These inserted events are
filtered out and ignored where previously they would generate an event
with the code KEY_NONE. <em><span class="remark">Bug 26895</span></em></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1562"></a>5. Known Bugs & Limitations</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Although previously advertised, we have not yet included support
for Visual Studio 2008. This will be released as part of BigWorld 2.0.</p></li><li><p>BigWorld does not support multiple client spaces.</p></li><li><p>Resource files compressed using the WinZip command-line tools
have known issues with BigWorld resource manager. As a workaround,
either the WinZip GUI or the 7-Zip command-line tools can be
used.</p></li><li><p>All spotlights are treated as specular regardless of whether
they have the <code class="code"> specular </code> set.</p></li><li><p>The <code class="code"> ENABLE_CULLING_HUD </code> option defined in <code class="code">
mf/src/lib/cstdmf/config.hpp </code> has been disabled. If it is
re-enabled then crashes can occur.</p></li><li><p>Running both the client and the tools simultaneously can exhaust
video memory and cause undefined behaviour in both
applications.</p></li><li><p>The <code class="code"> /3gb </code> Windows boot option can sometimes cause
instability with DirectX applications such as the client.</p></li><li><p>GUI files are not completely loaded in the background using
<code class="code"> Entity.prerequisites </code> or <code class="code">
BigWorld.loadResourceListBG </code> . Only the XML file describing the
gui tree is loaded. To workaround this, you will need to load the gui
XML file in the background (or preload it), and parse the gui file
looking for texture maps, then load the texture maps in the background
using <code class="code"> BigWorld.loadResourceListBG </code> .</p></li><li><p>The parallax_lighting pixel shader produces incorrect results
for spot lighting. When you have one or more spot lights inside a
shell that are using dynamic lighting, at least one will produce an
incorrect lighting result.</p></li><li><p>There is currently no way to destroy an individual decal, only
the whole set. This makes it difficult to use decals on models that
change, for example, a wall that collapses.</p></li><li><p>Particles using local-space rendering do not collide correctly
using the Collide Action.</p></li><li><p>MSAA or Multi-sample Anti-aliasing is not available due to the
way the post-processing filters currently use the back buffer.</p></li><li><p>The Action matcher plays its matched actions on Track 0, thus
overriding the track number you may have selected for the action in
ModelEditor. Having said this, the interrupt/blend rules for actions
still work consistently, so any actions played explicitly on track 0
will interrupt action matched actions. However it is worth noting that
the action matcher is implicitly overriding the track number
allocated.</p></li><li><p>Large client spaces can exhibit floating point precision issues
depending on the distance from the origin. This can become aparent as
early as 6-7,000 units distance from the origin if models use a lot of
overlapping geometry. Animation can become jerky at about 15,000 units
from the origin.</p></li><li><p>An assert is triggered when running the client and power saving
mode kicks in. (i.e. the laptop is running low on batteries)</p></li><li><p>Models whose set of material groups and tints do not match those
names used in its LoD parent will sometimes render using an incorrect
material.</p></li><li><p>The BigWorld client is known not to compile using Express
versions of Visual C++.</p></li><li><p>Server discovery will crash the client if it is invoked without
its callback being set.</p></li><li><p>The direction cursor is currently unaffected by changes in
rotation of the player's vehicle.</p></li><li><p>A speedtree without any billboard information will cause a
crash.</p></li><li><p>We do not support models with a node hierarchy greater than 128
elements. This includes bones and joints. If you attempt to add a
model that has a hierarchy with a greater depth than this, an error
message will be logged and the model may display incorrectly. <em><span class="remark">
Bug 20962 </span></em></p></li><li><p>Currently, BigWorld only supports a maximum of three bone
influences per vertex. If the model is defined with vertices that have
more than three bones, then only the highest three influencing bones
are used. <em><span class="remark"> Bug 20719 </span></em></p></li><li><p>BigWorld does not support non-orthogonal rotation matrices in
Visual nodes. The skew will be removed when the matrix is converted to
the rotation quaternion in the BlendTransform. In 1.9.1, warnings for
non-orthogonal matrices will be issued in DEBUG configuration. In
future releases, the visual exporter will ensure the matrices are
correct and this warning will be upgraded to an error. <em><span class="remark">Bug
21717</span></em></p></li><li><p>There are several known issues with the MatrixProvider and
VectorProviders, because they require the caller to manually tick
them. As a result some providers are ticked multiple times in the
frame, while others are not ticked at all. <em><span class="remark">Bug
23154</span></em></p></li><li><p>Visual doesn't support node hierarchy deeper than 128 levels.
<em><span class="remark">Bug 23087</span></em></p></li><li><p>Zipped assets currently suffer form a loading performance
penalty and it is not recommend to zip large directories where loading
speed is critical. <em><span class="remark">Bug 23086</span></em></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1677"></a>BigWorld Technology 1.9.4.5 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1680">1. Bug Fixes</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1680"></a>1. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>The action matcher was not preserving model scale, and was
resetting it to <code class="code">(1,1,1)</code>. It now explicitly re-applies the
scale at the end of each action matcher tick. <em><span class="remark">Bug
26939</span></em></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1692"></a>BigWorld Technology 1.9.4.4 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1697"></a>BigWorld Technology 1.9.4.3 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1700">1. Bug Fixes</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1700"></a>1. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Removed an unncessary modification to the moon angle calculation which was introduced in 1.9.4.0.</p><p class="remark"><i><span class="remark">Ticket # 1564</span></i></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1709"></a>BigWorld Technology 1.9.4.2 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1714"></a>BigWorld Technology 1.9.4.1 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1719"></a>BigWorld Technology 1.9.4 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1722">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e1729">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e1736">3. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e1799">4. Known Bugs & Limitations</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1722"></a>1. Overview</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>BigWorld Technology 1.9.4 is the latest version of the BigWorld
Technology engine. This version contains multiple bug fixes.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1729"></a>2. Executive Summary</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Multiple bug fixes were done in this version.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1736"></a>3. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>ZipFileSystems are no longer closed and reopened on every read
in the client and server. This improves the client loading speed when
running from a zip file.</p><p class="remark"><i><span class="remark">Ticket # 877</span></i></p></li><li><p>The timer handles returned from BigWorld.callback() are now
ever-increasing, and unique. This allows double deletion of a callback
with no side-effects. The timer handles will run out eventually, but
unless you try very hard you probably have around 135 years worth of
handles up your sleeve.</p><p class="remark"><i><span class="remark">Ticket # 1017</span></i></p></li><li><p>Fixed a bug whereby GUI Attachments that were faded out via an
AlphaShader would never draw again.</p><p class="remark"><i><span class="remark">Ticket # 1079</span></i></p></li><li><p>A different port is now used when reconnecting the client.
Previously, reconnection could have been delayed.</p><p><em><span class="remark">Ticket # 1073</span></em></p></li><li><p>PyModel::playSound now returns NULL when raising a python
exception.</p><p class="remark"><i><span class="remark">Ticket # 1053</span></i></p></li><li><p>GuiAttachments are no longer drawn while doing
Moo::Visual::s_pDrawOverride. This should prevent wrong calculation of
TextGUIComponent size when drawing it while doing a draw
override.</p><p class="remark"><i><span class="remark">Ticket # 1089</span></i></p></li><li><p>The BWPersonality <code class="code">handleCharEvent</code> function
parameters now contain the correct unicode string. For East Asian languages, this requires setting the correct language in the Windows regional settings for non-Unicode programs.</p><p class="remark"><i><span class="remark">Ticket # 1042</span></i></p></li><li><p>PyChunkLight and PyChunkSpotLight are now ticked. This fixes
PyChunkLights that have bounds or shaders set to Vector4Providers
requiring ticking.</p><p class="remark"><i><span class="remark">Bug 26399</span></i></p></li><li><p>Tab auto-complete now works properly again in the python
console.</p><p class="remark"><i><span class="remark">Bug 26643</span></i></p></li><li><p>Implemented water shader techniques for Shader Model 1.1 and
Fixed Function. The previous techniques were stand-ins featuring
"TODO" comments. Both FF and SM1 techniques display a reflection
texture, although the FF version is restricted to reflecting only the
sky, this at least sits the water in the environment properly. SM1
water displays the reflection texture, and the amount and types of
objects being reflected are selectable via the graphics
settings.</p><p class="remark"><i><span class="remark">Bug 26593</span></i></p></li><li><p>Fixed a bug whereby the Action Matcher would be confused and
play the wrong actions if the entity is on a rotating vehicle.</p><p class="remark"><i><span class="remark">Bug 25062</span></i></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1799"></a>4. Known Bugs & Limitations</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Although previously advertised, we have not yet included support
for Visual Studio 2008.</p></li><li><p>BigWorld does not support multiple client spaces.</p></li><li><p>Resource files compressed using the WinZip command-line tools
have known issues with BigWorld resource manager. As a workaround,
either the WinZip GUI or the 7-Zip command-line tools can be
used.</p></li><li><p>All spotlights are treated as specular regardless of whether
they have the <code class="code"> specular </code> set.</p></li><li><p>The <code class="code"> ENABLE_CULLING_HUD </code> option defined in <code class="code">
mf/src/lib/cstdmf/config.hpp </code> has been disabled. If it is
re-enabled then crashes can occur.</p></li><li><p>Running both the client and the tools simultaneously can exhaust
video memory and cause undefined behaviour in both
applications.</p></li><li><p>The <code class="code"> /3gb </code> Windows boot option can sometimes cause
instability with DirectX applications such as the client.</p></li><li><p>GUI files are not completely loaded in the background using
<code class="code"> Entity.prerequisites </code> or <code class="code">
BigWorld.loadResourceListBG </code> . Only the XML file describing the
gui tree is loaded. To workaround this, you will need to load the gui
XML file in the background (or preload it), and parse the gui file
looking for texture maps, then load the texture maps in the background
using <code class="code"> BigWorld.loadResourceListBG </code> .</p></li><li><p>The parallax_lighting pixel shader produces incorrect results
for spot lighting. When you have one or more spot lights inside a
shell that are using dynamic lighting, at least one will produce an
incorrect lighting result.</p></li><li><p>There is currently no way to destroy an individual decal, only
the whole set. This makes it difficult to use decals on models that
change, for example, a wall that collapses.</p></li><li><p>Particles using local-space rendering do not collide correctly
using the Collide Action.</p></li><li><p>MSAA or Multi-sample Anti-aliasing is not available due to the
way the post-processing filters currently use the back buffer.</p></li><li><p>The Action matcher plays its matched actions on Track 0, thus
overriding the track number you may have selected for the action in
ModelEditor. Having said this, the interrupt/blend rules for actions
still work consistently, so any actions played explicitly on track 0
will interrupt action matched actions. However it is worth noting that
the action matcher is implicitly overriding the track number
allocated.</p></li><li><p>Large client spaces can exhibit floating point precision issues
depending on the distance from the origin. This can become aparent as
early as 6-7,000 units distance from the origin if models use a lot of
overlapping geometry. Animation can become jerky at about 15,000 units
from the origin.</p></li><li><p>An assert is triggered when running the client and power saving
mode kicks in. (i.e. the laptop is running low on batteries)</p></li><li><p>Models whose set of material groups and tints do not match those
names used in its LoD parent will sometimes render using an incorrect
material.</p></li><li><p>The BigWorld client is known not to compile using Express
versions of Visual C++.</p></li><li><p>Server discovery will crash the client if it is invoked without
its callback being set.</p></li><li><p>The direction cursor is currently unaffected by changes in
rotation of the player's vehicle.</p></li><li><p>A speedtree without any billboard information will cause a
crash.</p></li><li><p>We do not support models with a node hierarchy greater than 128
elements. This includes bones and joints. If you attempt to add a
model that has a hierarchy with a greater depth than this, an error
message will be logged and the model may display incorrectly. <em><span class="remark">
Bug 20962 </span></em></p></li><li><p>Currently, BigWorld only supports a maximum of three bone
influences per vertex. If the model is defined with vertices that have
more than three bones, then only the highest three influencing bones
are used. <em><span class="remark"> Bug 20719 </span></em></p></li><li><p>BigWorld does not support non-orthogonal rotation matrices in
Visual nodes. The skew will be removed when the matrix is converted to
the rotation quaternion in the BlendTransform. In 1.9.1, warnings for
non-orthogonal matrices will be issued in DEBUG configuration. In
future releases, the visual exporter will ensure the matrices are
correct and this warning will be upgraded to an error. <em><span class="remark">Bug
21717</span></em></p></li><li><p>There are several known issues with the MatrixProvider and
VectorProviders, because they require the caller to manually tick
them. As a result some providers are ticked multiple times in the
frame, while others are not ticked at all. <em><span class="remark">Bug
23154</span></em></p></li><li><p>Visual doesn't support node hierarchy deeper than 128 levels.
<em><span class="remark">Bug 23087</span></em></p></li><li><p>Zipped assets currently suffer form a loading performance
penalty and it is not recommend to zip large directories where loading
speed is critical. <em><span class="remark">Bug 23086</span></em></p></li><li><p>Using <code class="code">handleCharEvent</code> For East Asian languages requires setting the correct language in the Windows regional settings for non-Unicode programs.</p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1920"></a>BigWorld Technology 1.9.3.5 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1923">1. Bug Fixes</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1923"></a>1. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Keypad numbers when numLock is on now function correctly and no longer send an incorrect virtual key.</p><p class="remark"><i><span class="remark">Ticket # 1045</span></i></p><p class="remark"><i><span class="remark">Ticket # 1054</span></i></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1934"></a>BigWorld Technology 1.9.3.4 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1939"></a>BigWorld Technology 1.9.3.3 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1944"></a>BigWorld Technology 1.9.3.2 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e1947">1. Bug Fixes</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e1947"></a>1. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>The client now disables IME input for the client window on
startup. This means keyboard controls can be used on a system with an
IME language installed (e.g. Chinese) without having the Windows IME
interfaces pop-up unexpectedly.</p><p>For experimentation purposes, a new Python API has been exposed
(BigWorld.enableIME) which allows the Windows IME to be enabled on
demand. See the Python API documentation for details.</p><p class="remark"><i><span class="remark">Bug 26481</span></i></p></li><li><p>Added python documentation for the PyLoft class. <em><span class="remark">Bug
26471</span></em></p></li><li><p><code class="code">MouseTargettingMatrix</code> now produces a world
transform positioned on the near plane of the camera rather than just
using the camera world position. This was causing problems when the
position was being used as a source vector as a parameter to
<code class="code">BigWorld.collide</code> while the camera was backed up against a
wall. In this case it would often pick the wall behind the camera.
<em><span class="remark">Bug 26454</span></em></p></li><li><p>Fixed a few problems with the MouseCursor <code class="code">clipped</code>
property. It now resets the clipping region when the window is resized
(i.e. when the device is reset). It also delays resetting the clipping
region when the window comes back into focus until the next engine
tick so that it behaves better when the user interacts with the title
bar area of the client window (e.g. click+dragging to move the window
or clicking on the maximise/restore control buttons). <em><span class="remark">Bug
26478</span></em></p></li><li><p>The input system now calls <code class="code">RegisterRawInputDevice</code>
twice instead of just once (once for each device explicitly). This
works around a bug that exists in the current version of NVidia's
PerfHUD tool, allowing mouse input while PerfHUD is running.
<em><span class="remark">Support ticket #974</span></em></p></li><li><p>A different port is now used when reconnecting the client.
Previously, reconnection could have been delayed.</p><p class="remark"><i><span class="remark">Ticket #1073</span></i></p></li></ul></div></div></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1994"></a>BigWorld Technology 1.9.3.1 Client Release Notes</h2></div></div><hr></div><p>No changes were done for this version.</p></div><div class="article" lang="en"><div class="titlepage"><div><div><h2 class="title"><a name="d0e1999"></a>BigWorld Technology 1.9.3 Client Release Notes</h2></div></div><hr></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><span class="section"><a href="#d0e2002">1. Overview</a></span></dt><dt><span class="section"><a href="#d0e2009">2. Executive Summary</a></span></dt><dt><span class="section"><a href="#d0e2031">3. New Features</a></span></dt><dt><span class="section"><a href="#d0e2116">4. Changed Features</a></span></dt><dt><span class="section"><a href="#d0e2225">5. Bug Fixes</a></span></dt><dt><span class="section"><a href="#d0e2414">6. Known Bugs & Limitations</a></span></dt></dl></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2002"></a>1. Overview</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>BigWorld Technology 1.9.3 is the latest version of the BigWorld
Technology engine. This version contains multiple bug fixes and highly
important features which do not require complicated merges. Future 1.9
releases are expected to mainly contain bug fixes.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2009"></a>2. Executive Summary</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>International keyboards are now supported.</p></li><li><p>A new PyAttachment object allows rendering a smoothed trail
which can be used to render a sword trail.</p></li><li><p>Vertex colours and secondary UV's are now supported.</p></li><li><p>The BigWorld FMOD integration has been enhanced to support
multiple additional apis.</p></li><li><p>The client now maintains its connection to the server, even when
pausing for short to medium durations.</p></li><li><p>Multiple bug fixes were done in this version.</p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2031"></a>3. New Features</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>The client reports a warning when it does not send a message to
the server longer than a threshold. The threshold is configurable by
setting the watcher <code class="code"> System/Network/SendReportThreshold </code>,
the default is 10 seconds.</p></li><li><p>The client now supports international keyboards for text input.
There is a new message that gets posted to the scripts called
<code class="code">handleCharEvent</code> which gets called after the standard
<code class="code">handleKeyEvent</code> if the key that was pressed generates a
character. The character input system respects the user's keyboard
layout as configured in the operating system, and supports more
complex input such as dead keys (e.g. pressing the ' key followed by
the e key on a Spanish keyboard layout will cause é to be posted to
the character event handler).</p><p>When porting from previous versions of BigWorld, you must add a
BWPersonality.handleCharEvent function to your personality script even
if it does no processing.</p><p>See the client Python API documentation and the Client
Programming Guide for details.</p><p>The Python <code class="code">handleKeyEvent</code> behaviour has remained
untouched, however any C++ code that receives <code class="code">KeyEvents</code>
(e.g. via the <code class="code">InputHandler</code> interface will need to
consider that multiple <code class="code">KeyEvents</code> are triggered while the
key is held down due to operating system auto-repeat. To see if the
key has only just been pressed, call
<code class="code">KeyEvents::repeatCount</code> and check if the return value is
0.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>There is now a <code class="code">clipped</code> property on the
<code class="code">GUI.mcursor</code> object. This can be used to constrain the
mouse cursor within the bounds of the client area (useful for
mouse-look modes when the cursor is hidden).</p><p>See the client Python API documentation for details.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>When using Umbra for scene traversal, occlusion culling is no
longer performed for the water reflection when no reflection is
needed, this improves the performance of the water.</p><p class="remark"><i><span class="remark">Bug 24156</span></i></p></li><li><p>Added a new PyLoft object, which is a PyAttachment that renders
a smoothed trail, useful as a sword trail for example. See the Python
API documentation for more details.</p><p class="remark"><i><span class="remark">Bug 23021</span></i></p></li><li><p>It is now possible to export vertex colours and/or an additional
UV map set. These can then be used in any of the shaders, for examples
of usage see the document
bigworld/doc/howto_add_vertex_colour_or_second_uv.pdf <em><span class="remark">Bug
19777 & Bug 24220</span></em></p></li><li><p>Added two Python API functions, Physics.uncorrectedVelocity and
ActionMatcher.velocityProvider. If you hook the two up for the player,
the action matcher takes its cues from the intended velocity,
corrected for uphill speed scaling, but not corrected for collisions
or hitting the maximum slope limit. This can reduce player action
'jitter' when the player collides with objects, or tries to walk up
too steep a slope. Whether or not you should use this depends entirely
on how your game's actions look in these scenarios; it is completely
optional. <em><span class="remark">Bug 24051</span></em></p></li><li><p>There is now an optional localTransform attribute on PyModel's
node accessor. localTransform is a MatrixProvider, allowing you to
attach objects not just to nodes, but to any dynamic reference frame
relative to the node. See the python API documentation for further
details. <em><span class="remark">Bug 26103, Support ticket 567</span></em></p></li><li><p>A number of additional FMOD sound features have now been exposed
to Python. See the chapter on sound playback in the Client Programming
Guide for details. This required a number of changes to the existing
code-base, please refer to the Changed Features section below for
important notes about these. <em><span class="remark">Bug 24729</span></em></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2116"></a>4. Changed Features</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Client only entities containing properties of type
<span class="literal">OWN_CLIENT</span> are now considered to be valid client
only properties and should exist in an entity's property list.</p><p class="remark"><i><span class="remark">Bug 21570</span></i></p></li><li><p>Mouse and keyboard no longer use DirectInput, and instead use
the raw input API's (i.e. via WM_INPUT). There is no longer an
exclusive mode option in the engine configuration XML.</p><p>DirectInput is still used for Joystick support.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>The in-game Python console system has been updated to accept
character input via the new char event system. It does not yet accept
non-ASCII characters.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>Since the Python console now uses proper text input mechanisms
and therefore respects the state of the caps-lock key, CAPS is now no
longer the debug key. It is now, by default, the grave (tilde) key.
This key can be configured in engine_config.xml (under the
<code class="code">debugKeys</code> section). You can specify any key name as
listed in Keys.py.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>Removed keyboard joystick emulation mode (emulation joystick
input via the keyboard), and removed the joystick text input system
from the Python console line editor.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>In order to have joystick controlled player movement, you now
need to set Physics.joystickEnabled to True (defaults to False). This
was previously enabled via CAPS+J (which was a hardcoded key
sequence).</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>The engine no longer automatically sets the first created
ChunkSpace as the camera space. If your game depends on this
behaviour, you will need to modify your scripts to explicitly set
<code class="code">BigWorld.camera().spaceID</code> to your newly created space.
Keep in mind that this is only really necessary to explicitly set the
spaceID for client side spaces that do not have a player entity. If
the <code class="code">camera.spaceID == 0</code> then the camera will
automatically be placed into the same space as the player
entity.</p><p class="remark"><i><span class="remark">Bug 25566</span></i></p></li><li><p>Python sky boxes have been generalised slightly, you can now use
any PyAttachment (previously was specialised to PyModels).
Additionally, the skyboxes are ticked. This allows you to now use
particle systems, and animating PyModels as python sky boxes.</p><p class="remark"><i><span class="remark">Client sales/support - no bug or support ticket</span></i></p></li><li><p>Updated the Python Client API documentation, Client Programming
Guide, Content Tools Reference Guide, File Grammar Guide, and the
Content Creation Manual to better describe the isImpacting, isMovement
and promoteMotion flags on Actions. These options have often been
misunderstood, and hopefully the new documentation will clear up any
confusion about what they do. Please note that we now intend to remove
the promoteMotion option from ModelEditor, since it is redundant, and
must be enabled for isImpacting and isMovement actions to work
correctly. Please contact BigWorld Support if you have a good reason
for us to retain this option.</p><p class="remark"><i><span class="remark">Bug 24709</span></i></p></li><li><p>Added a new callback called
<code class="methodname">Entity.onControlled()</code>. This callback is
called whenever client control of an entity changes from being
controlled locally to be controlled by the server. Previously,
<code class="methodname">Entity.onPoseVolatile()</code> was being used for
this purpose by script writers for the notification of this condition.
The new callback was added due to the fact that
<code class="methodname">Entity.onPoseVolatile()</code> can be called for
reasons not related to client control being enabled or disabled. See
the client Python API for more details.</p><p class="remark"><i><span class="remark">PerlDesk #572, Bug 26169</span></i></p></li><li><p>As part of upgrading the support for FMOD, a number of changes
have been made which should be taken into account when
upgrading:</p><div class="itemizedlist"><ul type="circle"><li><p>All FMOD Python bindings have been moved into their own
"FMOD" module. See the Client Python API documentation for more
information on the FMOD module.</p></li><li><p>For the sake of backward compatability, certain sound
related functions are aliased from the FMOD module into the
BigWorld module (e.g. <span class="literal">BigWorld.playSound</span>).
<em class="emphasis">However, in order for this aliasing to occur you must
import FMOD at some point as early on as possible on client
startup (e.g. at the top of your personality script
module).</em> It is recommended that you move to the new
sound API as the old API is now deprecated.</p></li><li><p>If the FMOD_SUPPORT pre-processor macro is set to
<span class="literal">0</span> in C++, the entire FMOD library and all
references to it is compiled out. It no longer generates stub
functionality in C++. This stubbing behaviour is implemented in
Python itself (see
<span class="literal">bigworld/res/scripts/client/FMOD.py</span>). Non-FMOD
module sound related functions such as PyModel.playSound and sound
related properties such as FootTrigger sound prefix will still
exist, but will produce no effect.</p></li></ul></div><p class="remark"><i><span class="remark">Bug 24729</span></i></p></li><li><p>Changed the internal list management used by
BigWorld.callback(), in order to fix a bug (see Bug Fixes -
cancelCallback, below.) A side-effect of the bug fix means that timers
queued up to go off at the same time will now be called back in the
order that they were added. Previously the ordering was undefined.
Note that BigWorld.addCallback( 0.0, fn ) is still guaranteed to be
called the next frame, not the current frame - even if the new timer
is added during a callback function.</p><p class="remark"><i><span class="remark">PerlDesk #634</span></i></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2225"></a>5. Bug Fixes</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Exposed <code class="code">BaseCamera.handleAxisEvent</code> to Python. This
allows camera motion to be controlled from a joystick if so
desired.</p><p class="remark"><i><span class="remark">Bug 24161</span></i></p></li><li><p>Chunks will now be loaded when necessary in spaces containing
multiple geometry mappings. Previously chunks for other space mappings
would only get loaded once the camera entered the mapping.</p><p class="remark"><i><span class="remark">Bug 25427</span></i></p></li><li><p>Fixed a bug in PyModelRenderer where specular lighting from the
main scene (e.g. the sunlight) was affecting the models renderered
using PyModelRenderer.</p><p class="remark"><i><span class="remark">Bug 25712</span></i></p></li><li><p>EntityManager no longer holds onto spaces which have been
cleared. This fixes a memory leak in the case where the player would
leave a space and then enter a new space with a different ID (so the
old space pointer never was never getting reused).</p><p class="remark"><i><span class="remark">Bug 25816</span></i></p></li><li><p>Fixed mesh particles from being incorrectly culled when the
particle system is placed into "local" mode.</p><p class="remark"><i><span class="remark">Bug 25699</span></i></p></li><li><p>Fixed a Python Documentation bug - the Python Particle System
Actions are now included in the python API documentation.</p><p class="remark"><i><span class="remark">Bug 25614</span></i></p></li><li><p>Fixed a crash when creating a PyModelRenderer before any other
space had been successfully created and mapped.</p><p class="remark"><i><span class="remark">Bug 25566</span></i></p></li><li><p>Reinstated the <weight> option for automatic flora
creation. Due to the terrain changes in 1.9, this feature was
accidentally dropped. Now the feature has be reinstated, but you must
associate the weightings in material_kinds.xml, not flora.xml. Please
see the file grammar guide for more information.<span class="citerefentry"><span class="refentrytitle"></span></span></p><p class="remark"><i><span class="remark">Bug 24894</span></i></p></li><li><p>Fixed glow for PS3.0 normal map shaders (previously the
glowFactor parameter was not having any effect).</p><p class="remark"><i><span class="remark">Bug 25168</span></i></p></li><li><p>Fixed a problem in <code class="code">PyOutputWriter::printMessage</code>
where it would index out of range if an empty string was passed
in.</p><p class="remark"><i><span class="remark">Bug 25168</span></i></p></li><li><p>Fixed a crash on shutdown when running the engine in
PyModule_Hybrid mode.</p><p class="remark"><i><span class="remark">Bug 25113</span></i></p></li><li><p>Stopped the <code class="code">_AssetProcessor.pyd</code> module from
crashing when it was being unloaded. Added
<code class="code">_AssetProcessor.fini</code> Python call. You should adjust any
scripts that use Asset Processor to call this on exit to allow the
engine to be cleanly shutdown.</p><p class="remark"><i><span class="remark">Bug 25113</span></i></p></li><li><p>Fixed a problem in advanced terrain collisions. The collision
would occasionally return incorrect results on the edge of low lod
terrain blocks.</p><p class="remark"><i><span class="remark">Bug 26052</span></i></p></li><li><p>Sprite and point-sprite particle renderers were not being
reflected in water. Turned off back-face culling for sprites, which
wasn't necessary in the first place since sprites always face the
camera.</p><p class="remark"><i><span class="remark">Bug 23875</span></i></p></li><li><p>Fixed a bug caused by .anca file generation calculating
numBlocks_ incorrectly. For any animation whose length (num frames -
1) was evenly divisible by STREAM_BLOCK_SIZE (16), the .anca file
would not include the final frame of animation.</p><p class="remark"><i><span class="remark">Bug 25569</span></i></p></li><li><p><code class="code">BigWorld.resetEntityManager</code> was destroying
client-only entities that were waiting for their prerequisites to load
even if <code class="code">keepClientOnly</code> was <code class="code">True</code>.</p><p>This bug was showing up in FantasyDemo as the login GUI hanging
on the <em class="emphasis">Waiting for Character List</em> screen.</p><p class="remark"><i><span class="remark">Bug 26106</span></i></p></li><li><p>Adjusted the math used by <code class="code">GUI.Attachment</code> when
<code class="code">faceCamera</code> is set to True. It now keeps the component
rotating around its own centre point (rather than around the object it
is attached to).</p><p>Also added a usage example for <code class="code">GUI.Attachment</code> in
Fantasy Demo which can be activated by setting
<code class="code">USE_TARGET_GUI_STYLE2</code> to <code class="code">True</code> in
<code class="code">scripts/client/FDGUI/__init__.py</code>.</p><p class="remark"><i><span class="remark">Bug 25170</span></i></p></li><li><p><code class="code">GUI.Attachment</code> now ticks the GUI component in the
draw method to be certain that component properties such as position
have been applied before rendering.</p><p class="remark"><i><span class="remark">Bug 25170</span></i></p></li><li><p>Fixed a bug in BigWorld.cancelCallback() whereby if you
cancelled a timer during a callback function, and that timer was due
to go off in the current frame, then the cancel would silently fail,
and the timer would still go off. Now you should never have the case
whereby you call cancelCallback() and the timer is still
called.</p><p class="remark"><i><span class="remark">PerlDesk #634</span></i></p></li><li><p>Fixed a timing issue when timeGetTime() wraps (every 49.7 days).
<code class="code">dTime_</code> would be calculated as a large, negative
value.</p><p class="remark"><i><span class="remark">Bug 26187</span></i></p></li><li><p>Fixed an issue that could cause
<code class="code">BigWorld.serverTime()</code> to be incorrect in high loss
environments.</p><p class="remark"><i><span class="remark">Bug 26189</span></i></p></li><li><p>Fixed the lighting on SpeedTree leaves when set to very high
quality. Additional lights will now work, and in the case when there
is only the sunlight, the faster pixel shader path will be
used.</p><p class="remark"><i><span class="remark">Bug 26236</span></i></p></li><li><p>Fixed a crash that occurred on some driver/card combinations
when changing video mode from full-screen to windowed.</p><p class="remark"><i><span class="remark">Bug 26313, 26226</span></i></p></li><li><p>Fixed a bug in saveActionQueue / restoreActionQueue for matched
actions, the matched action was not being correctly restored and so an
animation pop was visible. The currently matched action is now also
serialised, so that a playing-matched-action will remember the frame
it was playing when restored.</p><p class="remark"><i><span class="remark">Support Ticket 719</span></i></p></li><li><p>The BigWorld input system now swaps left and right mouse button
events based on the Windows user setting.</p><p class="remark"><i><span class="remark">Bug 26389</span></i></p></li><li><p>Fixed a problem in the avatar physics code where it could crash if
you teleported off a vehicle so that in the next tick the vehicle is
outside the player entity's AoI.</p><p class="remark"><i><span class="remark">Bug 26402 </span></i></p></li></ul></div></div><div class="section" lang="en"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="d0e2414"></a>6. Known Bugs & Limitations</h2></div></div></div><div class="itemizedlist"><ul type="disc"><li><p>Although previously advertised, we have not yet included support
for Visual Studio 2008.</p></li><li><p>BigWorld does not support multiple client spaces.</p></li><li><p>Resource files compressed using the WinZip command-line tools
have known issues with BigWorld resource manager. As a workaround,
either the WinZip GUI or the 7-Zip command-line tools can be
used.</p></li><li><p>All spotlights are treated as specular regardless of whether
they have the <code class="code"> specular </code> set.</p></li><li><p>The <code class="code"> ENABLE_CULLING_HUD </code> option defined in <code class="code">
mf/src/lib/cstdmf/config.hpp </code> has been disabled. If it is
re-enabled then crashes can occur.</p></li><li><p>Running both the client and the tools simultaneously can exhaust
video memory and cause undefined behaviour in both
applications.</p></li><li><p>The <code class="code"> /3gb </code> Windows boot option can sometimes cause
instability with DirectX applications such as the client.</p></li><li><p>GUI files are not completely loaded in the background using
<code class="code"> Entity.prerequisites </code> or <code class="code">
BigWorld.loadResourceListBG </code> . Only the XML file describing the
gui tree is loaded. To workaround this, you will need to load the gui
XML file in the background (or preload it), and parse the gui file
looking for texture maps, then load the texture maps in the background
using <code class="code"> BigWorld.loadResourceListBG </code> .</p></li><li><p>The parallax_lighting pixel shader produces incorrect results
for spot lighting. When you have one or more spot lights inside a
shell that are using dynamic lighting, at least one will produce an
incorrect lighting result.</p></li><li><p>There is currently no way to destroy an individual decal, only
the whole set. This makes it difficult to use decals on models that
change, for example, a wall that collapses.</p></li><li><p>Particles using local-space rendering do not collide correctly
using the Collide Action.</p></li><li><p>MSAA or Multi-sample Anti-aliasing is not available due to the
way the post-processing filters currently use the back buffer.</p></li><li><p>The Action matcher plays its matched actions on Track 0, thus
overriding the track number you may have selected for the action in
ModelEditor. Having said this, the interrupt/blend rules for actions
still work consistently, so any actions played explicitly on track 0
will interrupt action matched actions. However it is worth noting that
the action matcher is implicitly overriding the track number
allocated.</p></li><li><p>Large client spaces can exhibit floating point precision issues
depending on the distance from the origin. This can become aparent as
early as 6-7,000 units distance from the origin if models use a lot of
overlapping geometry. Animation can become jerky at about 15,000 units
from the origin.</p></li><li><p>An assert is triggered when running the client and power saving
mode kicks in. (i.e. the laptop is running low on batteries)</p></li><li><p>Models whose set of material groups and tints do not match those
names used in its LoD parent will sometimes render using an incorrect
material.</p></li><li><p>The BigWorld client is known not to compile using Express
versions of Visual C++.</p></li><li><p>Server discovery will crash the client if it is invoked without
its callback being set.</p></li><li><p>The direction cursor is currently unaffected by changes in
rotation of the player's vehicle.</p></li><li><p>A speedtree without any billboard information will cause a
crash.</p></li><li><p>We do not support models with a node hierarchy greater than 128
elements. This includes bones and joints. If you attempt to add a
model that has a hierarchy with a greater depth than this, an error
message will be logged and the model may display incorrectly. <em><span class="remark">
Bug 20962 </span></em></p></li><li><p>Currently, BigWorld only supports a maximum of three bone
influences per vertex. If the model is defined with vertices that have
more than three bones, then only the highest three influencing bones
are used. <em><span class="remark"> Bug 20719 </span></em></p></li><li><p>BigWorld does not support non-orthogonal rotation matrices in
Visual nodes. The skew will be removed when the matrix is converted to
the rotation quaternion in the BlendTransform. In 1.9.1, warnings for
non-orthogonal matrices will be issued in DEBUG configuration. In
future releases, the visual exporter will ensure the matrices are