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0.5.6184

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@mafiesto4 mafiesto4 released this 20 Aug 06:29
· 738 commits to master since this release

Version 0.5.6184 - 19 August 2019

Contributors: JimiVacarians, stefnotch

  • Add Particles
  • Add Particle Emitter asset
  • Add Particle System asset
  • Add Particle Effect actor
  • Add Vulkan support
  • Add -vulkan command line to use Vulkan rendering backend
  • Add showing documentation tooltips for Visject Surface nodes
  • Add tooltips support for Visject surface elements
  • Add explicit editors for Vector2/3/4 to modify all components of default value for input box
  • Add support for reading particle attributes in materials (Particle shader type)
  • Add support for unsigned integer connection types in Visject Surface
  • Add Flipbook node to materials
  • Add support for Visual Studio 2019
  • Add Text Wrapping to the Text Box control
  • Add DirectX 10 and 11 support options for UWP
  • Add support for UWP builds to run on Xbox One
  • Add x86 builds support for Windows
  • Add OnEnable and OnDisable events to script template
  • Add more extendibility to SelectionOutline in Editor API
  • Add support for -headless flag in cooked game on Windows
  • Add support for Windows Server
  • Add Curve<T> type to C# API
  • Add undo support for enable/disable script
  • Add support for native Scripts and Actors (engine source requried)
  • Add command line switches for picking GPU device by vendor
  • Add -skipcompile cmd line to skip automatic scripts compilation on startup (useful when launching engine from IDE)
  • Add -mute cmd line to disable audio
  • Add option to disable audio in build game
  • Add content finder tool to Editor (use Ctrl+O)
  • Add postFx for LightBuffer view mode
  • Add OnUnDirty to CustomEditor
  • Add Curve editing and sampling for all Visject graphs
  • Add Panel.AlwaysShowScrollbars
  • Add read-only depth buffer to the graphics backends
  • Add fallback to dummy white texture if material wants to sample scene depth buffer but cannot
  • Add Depth Fade node to materials
  • Add support for sampling scene depth in particle and transparent materials
  • Add support for serialization of Editor's IUndoActions
  • Add Degrees and Radians functions to Visject math library
  • Add Bitwise operations, Booolean math and Comparisons nodes groups to materials
  • Add VectorX and IntX modulus operation support
  • Add DisabledTint property to Image control
  • Add Timeline control to Editor UI library
  • Add helper popup with info if no shader source to show
  • Add Sky Light support for transparent materials
  • Add option to search in the Content Window by asset ID
  • Add Branch node to all Visject graphs
  • Add Append node to all Visject surface types
  • Add Shunting Yard algorithm parser for input value fields for easier usage (eg. type 2 + 2 * 2 to set 6)
  • Add GameWindowMode option for Windows platform to specify game window mode
  • Add pausing game time progression if game logic is disabled (eg. has no focus and game should not run in a background)
  • Add Sample Gradient node to all Visject graphs (particles, materials, animations)
  • Add CreateAndSetVirtualMaterialInstance() to Decal, Animated Model and Static Model actors
  • Add auto-save feature to editor
  • Add showing Skinned Model bounds in properties window
  • Add AutoWidth to Label
  • Add vertical scroll to selected entry in debug log window
  • Add support for custom editor options for plugins
  • Add logging FlaxAPI build version on startup
  • Add support for custom editor options for plugins
  • Add helper Json serialization methods for objects of unknown type
  • Add Visject Surface undo support
  • Add undo support for materials editor
  • Add content items rename validation to popup
  • Add moving nodes inside comment when moving comment
  • Add Add SurfaceNode.DepthFirstTraversal()
  • Add VisjectSurfaceWindow and refactor Visject surface editing windows
  • Add Force Script Compilation On Startup to editor options
  • Add Mouse Sensitivity to editor options
  • Add editor options for viewports defaults
  • Add StartupSceneMode to editor options
  • Add DebugLogTimestampsFormat to editor options
  • Add HighlightColor to editor options
  • Add custom editor fonts options
  • Update Mono to 5.20.1
  • Update Assimp to 5.0 RC 1
  • Update DirectXMesh to April 26, 2019
  • Update DirectXTex to April 26, 2019
  • Update UVAtlas to April 26, 2019
  • Update freetype to 2.10
  • Update curl to 7.64.1
  • Update fmt to 5.3
  • Update OpenAL to 1.19.1
  • Update PhysX to 4.1
  • Use static linking for PhysX on Windows
  • Use static linking for Mono on Windows
  • Use AOT for C# assemblies on UWP platform
  • Improve UWP builds stability
  • Disable distortion pass for transparent materials that don't use Refraction to optimize performance
  • Don't write to C# project files if nothing changes
  • Remove Mathf.Clamp01 - use Mathf.Saturate instead
  • Rename CustomRenderTask.OnRender to CustomRenderTask.Render
  • Copy deploy pdb files for AOT assemblies in Debug builds
  • Implement proper graphics backend selection and win platforms settings
  • Improve material shader padding members generation
  • Remove Flax copyright note from generates material shaders
  • Disable setting Update/Draw/Physics fps to 0
  • Improve Visject Surface style and user interface
  • Improve rendering performance
  • Move ContentDomain enum to editor assembly
  • Improve Visject Surface rendering and input handling
  • Rename Control.CanFocus into AutoFocus
  • Use unscaled game time in materials
  • Disable Rotation node in Material graphs (not supported)
  • Rename Object.id to Object._internalId to prevent name collisions in scripts
  • Refactor FlaxAPI assemblies location (no need to rebuild engine to change from Release to Debug assembly)
  • Refactor Visject surface comments to be nodes
  • Remove Left/Right shift and control keys (not supported)
  • Improve default terrain creation dialog options
  • Improve asset and actor types registration
  • Refactor serialized actor/script type id to be full type name
  • Refactor script events
  • Refactor material properties
  • Ensure that state machines and states have unique names
  • Optimize scene objects deserialziation
  • Optimize script types caching
  • Optimize UTF16 string serialization to Json
  • Optimize physics events processing and sending
  • Fix crash when disposing AudioClip after audio system shutdown
  • Fix crash when using transparent material for skybox
  • Fix picking objects in editor in ortho camera mode
  • Fix scene rendering when using orthographic projection
  • Fix serialization of protected/private properties with SerializeAttribute in script
  • Fix arguments order in ContentEditingModule.CloneAssetFile
  • Fix Null backend usage with shaders cache preloading
  • Fix rare window cleanup crash
  • Fix Panel to handle proper scrolling of child controls with scale or rotation
  • Fix negative minimum range value for scroll bar
  • Fix panel scrollbars in various cases
  • Fix showing tooltips for Visject Surface controls
  • Fix VerticalPanel and HorizontalPanel spacing insertion
  • Fix Visject input box initial state for boolean values
  • Fix rare Anim Graph transition crashes
  • Fix Game Cooker thread crashing on 2nd build
  • Fix crash on Actor.Direction = Vector3.Up
  • Fix shader assets building on graphics platform options change
  • Fix error when changing control size with AnchorStyle set Center without parent control
  • Fix material params binding when no constant buffer is in use
  • Fix typo in Skybox
  • Fix Camera Depth Fade node in materials to clamp result between 0 and 1
  • Fix crash when editing null Version type value in Custom Editor
  • Fix transparent materials texture slots usage
  • Fix settings PostFx material in PostFx volume actor
  • Fix EditorViewport to ignore mouse events passed outside the viewport control
  • Fix using Alt+Tab and fullscreen mode
  • Fix engine version macros in game build compilation
  • Fix Render2D.FillRectangle with 4 colors and alpha blending
  • Fix Bias and Scale node to handle various input valeu types
  • Fix namespaces for Editor types (GUI mostly moved from Engine assembly)