Hello! First a big apology for not posting in a while. There were many things happening, and I just became very behind. Here is an attempt to re-earn your attention. :-)
From a developer perspective, there are several things to be aware of. See the “what’s new” for details: http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_52327B59_7D03_46F1_8395_3CE47C83D4F0_htm
First, from a porting standpoint:
- Update to VC++ 11.0. Note that with VS 2012 (which includes VC 11), you can target the VC10 toolset when they are installed side-by-side. I would suggest that even if you are not yet ready to port to VC11 (VS2012), go ahead and install and get it setup to target your VC10 (3ds Max 2013/2014) projects. This will give you some time to experience the changes in the VS 2012 IDE, etc. VS 2012 also includes the .NET 4.5 framework as the default target for managed projects. In VS 2010, to use .NET 4.5 you had to jump through some hoops.:-)
- There were a number of APIs that were marked obsolete in prior versions. The 2015 SDK has cleaned up and removed most of those from old releases. Also we have removed unnecessary header files to further cleanup the SDK.
- There were several "Reference System" improvements made. A significant change requires you to update your code to support these new APIs. See here for details: http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_ABB0E804_0B67_4C52_B82C_1BD428FE1834_htm
Next, there were several new features added to the SDK:
- Graphics API has added many new features including a fragment graph, consolation API (to help improve performance), built-in render items, and hit testing APIs.
- The populate feature is now exposed in the SDK.
- The point cloud feature is now exposed in the SDK.
- Multi-Threaded Texture Baking was added and makes it easy to allow 3ds Max to multi-thread your textures.
Finally, there are new and more complete documentation for the Nitrous viewport requirements. See here: http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_EC312B39_5B82_4ED4_8AF2_C4E3779097DD_htm
As you start looking at the online help, you will also notice there is a new help system. This help system is meant to improve the online experience, and also provide some new features. Notice that there is a new table of contents pane that has improved performance over the older online help system. This new table of contents provides all the product help, too. For example, in 3ds Max, you will see the product user help, product tutorials, python API help, Developer (SDK) help, and MAXScript help. When you enter into the C++ reference sections, you will also get another navigation pane meant to help find things quickly in the reference. There is now also a place for you to add comments on all the pages, so if you find an error or have a better technique or example code, feel free to provide it to the community!
Happy 2015 release!