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Lime 1.0.0 Beta 3

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@darttheg darttheg released this 25 Nov 23:05

Added Lime.GetCommandLine, allows parsing of command line arguments, supports - value, -- value, "" for spaces, returns String
Vector2D, Vector3D, Vector4D - x, y, z, w variables can be accessed and edited easily by .x, etc.
.Attributes, compatible for every 3D object, use the 3D object's pointer to access the same attributes
Raypicking adds .hit, containing the attributes entry (not a copy)
Fixed bug with multiplayer where client and server would not communicate properly if they were being run on two separate applications
Debug console color for Network verbose is lighter shade of blue
Lime.SetWindowIcon(texture)
Removed xEffects
LegacyLight -> Light
Added Event
Hitbox.attributes -> Hitbox.dimensions
Lime.SetShowConsole -> Lime.SetConsoleVisible
Input.SetMouseVisibility -> Input.SetMouseVisible
Reworked Compatible2D classes with new functions like setCropping, removed setMaxSize, etc.
Input.IsKeyDown -> Input.IsKeyPressed
Completely new Joystick events and functionality
NetworkServer.GetIP -> NetworkServer.GetHostingIP
Added NetworkServer.GetPeerIP
NetworkServer and NetworkClient -> Network.Server and Network.Client
Lime.SetCaption -> Lime.SetWindowTitle (same for get)
Lime.SetWindowTitle can be run before device is created
Material.new(type) and Material.new(texture, type)
World.FireRaypick2D(Vector2D screenPosition, float length, int debugTime)
Raypick out tables now have "success" field, true for hit and false for no hit
Lime.EndApplication -> Lime.End
Hitbox.dimensions -> Hitbox.size
Alterables of objects using vector types support .x = ... instead of setting the vector to a whole new vector object
GUI.ImportFont returns false on file extension != .xml instead of crashing
World.SetTextureCreationFlag(int flag, bool enable)
Mesh.new(MeshBuffer)
MeshBuffer:createCapsule(width, height, rings, sectors)
Lime.SetEndOnError(bool) - Ends app on error if true, will print to console if false
Raypick tables changed .hit to .attributes
Physics.setIgnoreSameID(bool v)
New World functions for drawing lines, boxes, etc.
Sound rework with new Sound object and Audio module
Material:createShader() & Material:createShaderHLSL() (high level only)
World.SetUseHighLevelShaders & World.SetUseCGShaders
Texture:createNormalMap()
Material.shaderParameter (if using normal maps, use load mesh with tangents on Mesh)
math.noise, .seed, .octaves, .get(irr.NOISE_DIMENSION, x, y, z)
World.GetFeatureSupport(DRIVER_FEATURE)
Lime.AddArchiveToMemory -> World.AddArchive
World.PreloadTexture/Mesh allow multiple params
2D objects.proportionalPosition (Vector2D, range 0.0-1.0)
Lime.ExecuteCommand(string)
MeshBuffer:createCube, :createPlane
Material:setTexture -> Material:loadTexture
Texture:remove, removes texture from memory (for render target)
Lime.OnResize Event
Camera:setActive -> Camera.active
Input.IsMouseDown(int button)
Input.GetKeyPressed -> Input.IsKeyDown
Compatible3D.ID -> Compatible3D.id
Text2D and Text3D now supports Minecraft color codes, multiple colors per line
Text2D and Text3D removed functions for wrapping, background color, text color, and border
YOU MUST REMOVE YOUR MESH OBJECTS BEFORE UNLOADING ASSETS!
World.UnloadTextureByPath(path, bool safe), removes texture from all materials and unloads from memory. If safe is true, materials with this texture are given a new checkerboard texture
World.UnloadMeshByPath(path, bool safe), removes mesh from all objects and unloads from memory. If safe is true, meshes with this mesh are swapped with a basic mesh
World.GetMeshCacheCount(), returns number of cached meshes
World.GetTextureCacheCount(), returns number of cached textures
Use Audio.GetLoadedSoundsCount() as well
Audio.Clean(), stops and unloads all sounds
Used in World.Clear() but separated as well
World.Clear(bool includeTextures), clears all objects (including skydome), cleans up sounds
World.GetErrorTexture(), returns 2x2 checker error tex
World.GetBlankTexture(), returns 1x1 alpha tex
Lime.IsWindowCreated, returns true if window is created
World.Get/SetSkydomeRotation
Network.Get, Download, etc.
Audio.PreloadSound, Audio.IsPreloading()
2D elements have .z for z ordering WITHIN THEIR PARENT TREE