![]() fixed file corruption when flipping normal.fixed intermittent crash on startup due to a multi-threaded race condition.fixed screen goes black after exporting an OBJ.fixed bug in taking screenshots when making part for Meshmix.fixed recently used colors and palette in the color picker for Windows.fixed having an odd angle when adding a tube at a pivot point.MIX files by double clicking in the file browser 'd' hotkey now drops copies in DropSolid tool (only in Create new Object mode).added option to discard undo history under Edit/Actions menu.added resolution control to Fit Primitive.added Height Field mode to Fit Primitive.Hold shift while drag-dropping material to set for all objects in scene. Drag-drop onto background to set scene-level material. can now assign materials to objects individually.Clearance and Deviation now display min/max measured values in panels.added support for meters and feet in Units.Orientation tool now can use print bed as volume constraint (and revamped property panel).improved Thickness analysis, various new parameters and can bake thickness colormap to vertex colors.revamped the Advanced Support properties panel.added read/write support for 3MF file format, with colors and uv-mapped textures.Note that the custom_printers.xml file itself may be replaced by future installers, so put your printer in a copy! You can have multiple printers in the same file. Copy and edit custom_printers.xml to add your own printers, they appear under Custom in printers panel. sample printer definition included in meshmixer folder, in \meshmixer\printers.API scripting improvbents related to C#.updated existing analytics functionality.save support structure generation settings in Overhangs tool as custom Presets.preserve settings for Uniform Scaling, Add Tube.new command line parameter: "-yup", which forces y axis to be the vertical axis, overriding the config setting.hotbox improvbent: using Shift+Space will keep the hot box open until you hit escape.rboved third-party print services that weren't really working anyways.automatic support for high-DPI displays on Windows.completed Japanese version of Meshmixer.fixed intermittent mesh disappearing after running Make Solid or Remesh.fixed the Cancel button for long-running tools.fixed startup crashes for certain machines.NOTE: requires graphics card drivers update ![]() mesh normal rendering mode now has correct default.using '' keys for Mac to contract/expand selection.applying Offset to a mesh with boundary.Added a hotkey for toggling printer bed rendering.Please add your comments about how the crash happened. A report can now be sent to Autodesk when Meshmixer crashes, which will allow us to debug your issues in a more meaningful way. Implemented Customer Error Report (CER) functionality.You can now easily add custom printers and use your printer software to do the actual print, or you can export your model as STL and send it to the 3rd party printing services. We have eliminated 3rd party printing services that were not working properly and causing crashes. added a fix for Macs with retina displays.added more fixes for crashes and bugs due to the outdated graphics card drivers.3MF is an XML-based data format - human-readable compressed XML - that includes definitions for data related to 3D manufacturing, including third-party extensibility for custom data. added support for the 3MF file format.added ViewCube! See for more information.but the GPU performance on Windows is consistently higher level for desktop gaming than on Mac OS, and only the non-anorexic Macs were ever competitive at all (while still running Windows). The same thing happens to PC games, as we see when developers show off BS at E3 and then ship games with far inferior-looking versions of the same games. CryTek even seemed to have abandoned the Mac porting feature for CryEngine, shortly after announcing CryEngine (originally tied to DirectX on Windows) would be massively cross-platform.Īm I holding old info? Have these engines’ development environments and toolchains actually been ported to Mac OS?Įven if developing games on a Mac Pro would be fast enough to justify studios buying Mac Pros for development (all the positive wow statements mean nothing for Mac Pro sales), the game itself would have to be cut down massively to run on *any other Apple product* (the ones consumers can actually afford to buy). The development is still primarily Windows-based. More importantly: Two of the major game *engines* (Unreal and Unity, not iD-tech) are ported, but not necessarily the development tools. ![]() Games do get ported to Mac OS sometimes, and gamers consistently complain that the performance is inferior on Mac OS (even when run on the same hardware as Windows). ![]() Game development on a Mac Pro huh.? Doubt it.
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