This repository has been archived by the owner on Dec 24, 2020. It is now read-only.
Version 0.6.6190
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
andTexture.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<>
, useObject.New<>
- Remove
Mathf.Deg2Rad
/Mathf.Rad2Deg
, useMathf.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