Make ContentCompilerGui compatible to recent changes in pipeline and did
some usability changes.
Make the Visual Studio Extension work even if the ANX Framework is not
installed additionally..
Improve that the path for assembly refernces in a content project
doesn't get automatically updated, only if the reference is actually
saved, this is so you can specify a relative path yourself.
Fix missing icon for ContentProject when it was opened with Visual
Studio.
Made create_shaders.bat directly executable under windows by fixing the
directory separators.
Replaced the old VS templates with ones that offer more flexiblity.
Started replacing the Content Project for the samples with our custom project type.
Inlcuded a basic not yet working AssimpImporter.
"Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level.
Removed a few class constructors which could cause problems when loading a game.
Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue.
Removed the restriction in the InputDeviceFactory for which InputDevices are supported.
Added a Logger for Metro which works with the current Logger implementation.
Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7.
Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly.
OpenGL and DirectX have been updated to the newest versions.
XAudio system uses now the same SharpDX version as all the other systems.
ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers.
Fixed an erroneous finalizer in the xaudio system.
Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions.
Made the samples work again on Windows."
"Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem.
All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA.
The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion.
The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created.
The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent".
With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it.
Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
- Build system optimizations
- Extended ProjectConverter: DX and SharpDX assemblies are now removed from linux projects to prevent errors
- Fixed a bunch of compiler warnings
- Removed DX11MetroShaderGenerator assembly. It is now included in ANX.Framework.Content.Pipeline
- Removed HLSLParser assembly. It is now included in ANX.Framework.Content.Pipeline.
- Removed shader parser from GL3-RenderSystem. It is now included in ANX.Framework.Content.Pipeline.
- Removed RenderSystem dependencies from StockShaderCodeGenerator (sscg) tool
- Added ImporterConverter and ProcessorConverter to enable nice dropdown list for Importer/Processor in PropertyGrids
Content Compiler:
- Enabled choosing of Processors using a neat little dropdown list in the propertyGrid.
- Implemented DualTextureEffect 100% and added a Sample for it
- Finished the DualTexture.fx for Dx10 (others are coming soon)
- Some other preparations for built in shaders
- added ContentProject to Tasks namespace
- implemented Saving of the ContentProject (Loading is still missing)
Content Compiler:
- Basic creation/saving of an empty project without any files to XML works
- added Save and SaveAs implementations
- more work on our own ContentPipeline implementation: effect files are now imported, processed (compiled using fxc.exe) and serialized to a .xnb file. Needs testing...