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Version 0.6.6190

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@mafiesto4 mafiesto4 released this 17 Dec 22:15
· 342 commits to master since this release

Version 0.6.6190 - 17 December 2019

Contributors: stefnotch, JimiVacarians

  • Add Scene Animations
  • Add actors searching popup to actor reference picker
  • Add Control.PointFromParent(ContainerControl parent, Vector2 location)
  • Add Screen Fade Color to fade screen via postFx settings
  • Add AutoFitText option to Label
  • Add Linux support
  • Add resolution scale slider to editor viewports
  • Add High-DPI screens support
  • Add -lowdpi command line to use default DPI
  • Add fonts upscaling for high-DPI monitors
  • Add PerlinNoise to FlaxEngine
  • Add Octaves to PerlinNoise
  • Add DelayLoad to Assimp DLL to improve editor startup time
  • Add support for shwoing getter only properties with the ShowInEditor attribute
  • Add support for DirecxtTex lib on UWP and XboxOne
  • Add Output Log window to Editor
  • Add support for enums editing for visject node values
  • Add Render2D.DrawText without layout formatting
  • Add Rich Text Box to UI library
  • Add C# API for Font and Render2D to use text substring with TextRange
  • Add emitter parameters overrides support to particle system
  • Add Time.StartupTime
  • Add caching FPS and Navigation show widgets option
  • Add Texture.FromFile and Texture.LoadFile for loading images from files in game
  • Add Copy asset ID option to content window context menu
  • Add Flax icon to engine textures
  • Add native memory allocations profiling
  • Add Output Log window to the default windows layout
  • Add terrain exporting feature
  • Add navmesh updating support when editing terrain
  • Add High DPI support to Editor
  • Add guard to block editing scene hierarchy on other threads
  • Add kerning table caching support for Font
  • Add support for hinting and flags to font asset
  • Add index buffer support for Render2D
  • Add drag and drop support for ParticleSystemTimeline
  • Add AddPostFxMaterial and RemovePostFxMaterial methods to PostFxVolume
  • Add GPUContext.CopyTextureRegion
  • Add histogram-based eye adaptation effect
  • Add Limit parameter to Bloom settings
  • Add ToneMappingMode and use optimized ACES approximation instead of customizable options for curve
  • Add feature to pilot actor in editor scene viewport
  • Add DirectX 12 support (use -d3d12 command line switch)
  • Add GPU memory logging on Vulkan
  • Add Font.ProcessText
  • Add ViewFlags.DebugDraw
  • Add anti-aliased lines rendering support to Render2D
  • Add Render2D.DrawLine with separate start/end colors
  • Add FLAX define to game scripts project
  • Add Editor.CustomData for editor plugins to cache persistent data during session
  • Add default values to material properties
  • Add fade out distance parameters to SSR
  • Add easier terrain creating via toolbox
  • Add missing System libraries from .Net Framework
  • Add Actor.HasTag
  • Add printing object ID for invalid actor/script type on scene load
  • Add support for taking screenshots in build game
  • Add support for receiving directional light shadows for transparent and particle materials
  • Add assets dependencies collecting C# API (Asset.GetReferences)
  • Add material parameters override support
  • Add custom title bar to editor window
  • Add GPUResource and GPUTexture
  • Add GPUResourceMapMode
  • Add Add GPUResourceUsage
  • Add Add GPUTextureDescription
  • Add GPUTexture.Description getter
  • Add Half constant to Vector2 and Vector4
  • Add Set Root action to prefab editor
  • Add support for loading missing Visject nodes
  • Add support for baking lightmaps for terrain
  • Add support for baking lightmaps for foliage
  • Add Visject Surface editing improvements for keyboard aka fast typing
  • Add exponential height fog to transparent and particle materials
  • Add support for local lights in transparent and particle materials (point/spot lights)
  • Add support for material instance used as a base for another instance
  • Add draw time on GPU and drawing stats to the main profiling data access API
  • Add support for particles and transparency shadows
  • Add MSAA support for D3D12
  • Add Fixed Axis facing mode for particles
  • Add DrawPass masking support for better rendering configurability
  • Add support for HideInEditor attribute used for enum items
  • Add support for EditorDisplay attribute used for enum items
  • Add fade out to last model LOD on hide
  • Add fallback to default project scene if nothing saved in the cache on editor startup
  • Add FontTextureAtlas type to C#
  • Reduce maximum nested prefab nesting level to 8 per object
  • Rename game scripts Assembly to Game (and Assembly.Editor to Game.Editor)
  • Refactor and optimzie scripting backend
  • Refactor PostProcessSettings
  • Refactor eye adaptation
  • Refactor engine native memory allocator
  • Refactor scripting system (C++ scripts support from native modules)
  • Refactor managed types caching (multitheraded support)
  • Refactor engine workspace
  • Refactor lightmap entries to be stored one per StaticModel (instead of one per mesh)
  • Refactor some engine logs to use logger instead of DebugLog
  • Refactor FontReference into structure
  • Refactor LogType
  • Refactor log startup time to count from actual game start, not the log start
  • Refactor ScrollBar to make it more reusable for other UI
  • Refactor render targets pool (use shared pool for C++ and C# scripting)
  • Rename Application to Platform (matches C++ API)
  • Rename GraphicsQuality to GraphicsSettings
  • Rename GraphicsDevice to GPUDevice
  • Rename TextureFlags to GPUTextureFlags
  • Improve exponential height fog and fix volumetric fog density
  • Improve Visual Studio 2019 detection
  • Improve geometry instancing performance
  • Improve draw calls sorting performance
  • Improve model and skinned model windows previews
  • Improve viewport gizmos tick (use update delegate)
  • Improve particles vertex processing performance by using index buffer for sprites
  • Adjust default MinScreenSize for models to be lower (less aggressive culling)
  • Remove StaticModel.HiddenShadow (use draw modes option)
  • Remove ContainerControl.OnChildControlResized
  • Remove RenderTask.Create<>, use Object.New<>
  • Remove Mathf.Deg2Rad/Mathf.Rad2Deg, use Mathf.DegreesToRadians/Mathf.RadiansToDegrees
  • Remove FlaxEngine.Rendering namespace from scripting
  • Remove RenderTarget (use GPUTexture)
  • Remove Depth, GBuffer and MotionVectors pass from defaults for particles
  • Remove DebugDraw.DrawSphere with center and radius (use method with BoundingSphere)
  • Disable error message boxes on engine error messages
  • Optimize GPU memory usage when not using shadowed lights
  • Optimize light buffer format
  • Update C# API assemblies version to match the engine version
  • Use OnDestroy rather than Dispose for controls cleanup
  • Use reference when passing InitData to TextureBase.Init
  • Change CPUInfo to contain CPU cache sizes (not cache counts)
  • Change default box brush size to 100
  • Change default SunDiscScale to 3
  • Change default brightness for Point, Spot and Directional lights to 8
  • Change editor sprites rendering to not be affected by the scene lighting and post-processing
  • Change default for RestoreMaterialsOnReimport to true
  • Change default near plane to 10 and far plane to 40k
  • Change Vector3.NearEqual epsilon param to float and add default value to it
  • Fix undo for editing UIControl control properties
  • Fix error when changing UIControl type with undo
  • Fixes for audio playback with seeking
  • Fix actor scene tree node expand when it has all children hidden
  • Fix AudioSource.GetTime for audio clips with streaming
  • Fix usage of streaming audio
  • Fix missing MonoPosixHelper library
  • Fix Panel ScrollBars changing
  • Fix selecting CSG brushes
  • Fix particle rotation when using Face Camera Position
  • Fix material Opacity input enabled state
  • Fix CSG selecting after rebuild
  • Fix editor Highlight Material
  • Fix handling Anchor Styles when resizing UI control
  • Fix crash on ExtractDataFloat when using 16bit audio
  • Fix EnumElement.EnumTypeValue getter
  • Fix crash when calling stop on disabled AudioSource
  • Fix timeline tracks reorder
  • Fix error when using Scene Texture parameter in material
  • Fix scene graph event unregister
  • Fix deadlock on GPUTask cancel before sync
  • Fix ShadowsDistance to be calculated from the point/spot light bounds instead of position
  • Fix sorting postFx volumes
  • Fix culling last model LOD with MinScreenSize
  • Fix culling skinned models with MinScreenSize
  • Fix timer queries and profiling GPU on D3D12
  • Fix rare crashes after scripts reload
  • Fix tooltip for long description text (wrap words)
  • Fix Scripting.InvokeOnUpdate to be thread-safe
  • Fix updating rigidbody bounds when it has no colliders
  • Fix D3D12 support, improve performance and stability
  • Fix AnimatedModel not visible in game build if not using Anim Graph
  • Fix custom RigidBody mass serialization and override mass flag in Prefabs
  • Fix using Guid value in custom anim graph nodes
  • Fix error when closing material window after using color pickup dialog
  • Fix crash when custom editor options object deserialization fails
  • Fix terrain rendering on Vulkan (and improve buffers uploading)
  • Fix skylight baking (no sky clipping, no using sky light during its baking)
  • Fix Render2D.DrawLine to apply thickens on line caps and apply current transformation scale to it too
  • Fix managed classes cache to be thread-safe
  • Fix reporting GPU memory on DirectX backends
  • Fix DebugLog sending from native code for multiple threads
  • Fix Editor splash screen title for long project names
  • Fix RenderOnlyWithWindow Brightness apply to not use alpha
  • Fix error when selecting terrain with missing patches on editor reopen
  • Fix _dirtyNodes lock to prevent race conditions
  • Fix navmesh building with terrain
  • Fix RootNodeName default value