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Releases: FlaxEngine/FlaxAPI
Releases · FlaxEngine/FlaxAPI
Version 0.6.6192
Version 0.6.6192 - 4 February 2020
Contributors: stefnotch
- Add Channel Mask parameter type to materials and particles
- Add support for scene actions shortcuts in Properties window
- Add Unlit view mode with material color and ambient occlusion
- Add Copy name option to asset editor window title bar
- Add support for selecting parent of the actor with HideFlags.DontSelect when picking it
- Add Viewport Brightness, Viewport Resolution and Take Screenshot options to Game window
- Add profile event for profiler window update
- Add support for tooltips for enums
- Add tooltips for common engine enums
- Add support for seeking scene animation timeline when no player assigned
- Add Min/Max/Clamp to Color
- Add editor option to customize editor fps
- Add HDR support to color picker
- Add NonWalkableModes to CharacterController
- Add automatic main menu option popup when moving mouse
- Add support for using custom graphics quality in editor (local)
- Add support for editing multiple actor scripts that have the same scripts collection
- Add vertex snapping support to Render2D (optional via Render2D.Features flags)
- Add support for undo when transforming selected foliage instance
- Add duplicate for folders via content window context menu
- Add support for undo when duplicating foliage instance
- Add support for undo when picking foliage instance
- Add support for undo when editing and removing selected foliage instance
- Add Preserve Alpha Coverage support to textures importing
- Add 'if' as alternative title to branch node
- Add error log when changing actor transformation to nan/inf
- Add support for using 0 for update/draw fps as infinity
- Add PageUp/PageDown shortcuts for rapid keyframes navigation in timeline
- Add default values for game settings
- Add View Flags caching for EditGameWindow
- Add random quotes to Editor splash screen
- Add support for running editor with relative project path specified
- Optimize Debug Draw vertices to use 32bit color
- Improve color picker default placement
- Improve naming duplicated assets and folders
- Improve moving and renaming assets (don't reload asset when storage changes)
- Refactor Skeleton Mask asset to contain a list of skeleton nodes names (instead of bone indices)
- Refactor Bone Socket actor to use skeleton bone as reference
- Refactor Content api
- Refactor and optimize Function class to be faster
- Improve using tree nodes arrows navigation
- Improve borderless windows support on Windows
- Disable ModelLOD bias/scale from RenderView task for terrain
- Fix drawing debug circle pointing down
- Fix to use utf8 for project.xml file
- Fix error when using native window title bar
- Fix drawing editor sprites when using custom view mode
- Fix new material rendering issue
- Fix short name for folder paths with dots
- Fix drawing selection outline when using custom view mode
- Fix profiler timing
- Fix material layers usage with tessellation
- Fix constant buffer alignment for materials
- Fix spot light debug shapes rendering
- Fix physics layers mask editor layer names labels positioning
- Fix Snap loading from Input settings
- Fix profiler timings for cpu
- Fix importing folders via drag and drop to editor
- Fix selection outline to draw selection child actors
- Fix material instance color picker usage with cancel
- Fix tree node if has hidden child nodes added later
- Fix Quaternion.LookRotation for edge cases
- Fix dock windows stealing user focus
- Fix Bezier interpolation for Quaternion when angle wraps
- Fix regression on inverted culling for geometry with negative scale
- Fix restoring windows layout to maximized when window is already maximized
Version 0.6.6191
Version 0.6.6191 - 23 December 2019
- Add support for
FlaxEngine.Object.New<GPUTexture>()
- Add using async calls for content loading in editor
- Add warning with missing custom node typename
- Add output log window auto focus on game build fail
- Add
Actor.Children
getter - Add ctrl+tab navigation for dock panel tabs
- Add ctrl+w shortcut for closing selected dock window
- Improve range for postFx intensity options max range
- Improve Asset.WaitForLoaded
- Change live relaod to be disabled by default for prefab editors
- Fix loading custom node in Visject without any custom nodes in project
- Fix deadlock in Asset::WaitForLoaded when asset load task fails
- Fix specular for area lights source length is non zero
- Fix crash on
AutomaticAverageLuminance
- Fix rare crash on engine exit in DirectInput gamepads scanning thread on Windows
- Fix text culling in RichTextBoxBase
- Fix duplicating actors in prefab editor
- Fix exception when moving actors in prefab editor
- Fix custom editor window title bar on High-Dpi display
- Fix Desaturation node elements positioning
- Fix Border control drawing
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
Version 0.5.6187
Version 0.5.6187 - 26 October 2019
- Fix and improve animations looping and playback with negative speed factor
- Fix crash on skinned mesh update draw with cached data missing
- Fix Blend Pose crash
Version 0.5.6186
Version 0.5.6186 - 27 September
- Update ofbx
- Fix Lerp in Anim Graph and CPU particles graph
- Fix importing skinned models from fbx (invalid offset matrix calculations)
Version 0.5.6185
Version 0.5.6185 - 5 September 2019
- Add UpdateMesh and UpdateTriangles methods to Mesh that use List<T>
- Add
Collider.ComputePenetration
- Add
CollisionData.CookCollision
from custom geometry buffers - Add default value attributes to actors properties
- Update ofbx library
- Remove SceneRenderTask.Flags and SceneRenderTask.Mode (use View structure)
- Optimize CollisionCooking to allocate less memory in certain cases
- Fix using Assert library from FlaxAPI
- Fix Sky shader to place pixels always on max depth
- Fix mouse position issues in locked cursor mode in editor
- Fix FirstScene setting in Game Settings
- Fix crash when using physics overlap test with too many results
- Fix errors when editing material instance parameters
- Fix parsing values on different system language settings
0.5.6184
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
andOnDisable
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
- useMathf.Saturate
instead - Rename
CustomRenderTask.OnRender
toCustomRenderTask.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
intoAutoFocus
- Use unscaled game time in materials
- Disable Rotation node in Material graphs (not supported)
- Rename
Object.id
toObject._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)
0.4.6181
Version 0.4.6181 - 1 April 2019
- Add showing overridden filename for imported asset in import files dialog
- Add
UIControl.FallbackParentGetDelegate
- Add showing UIControls in prefab preview
- Add showing UIControl in prefab thumbnails
- Increase default timeout for
Asset.WaitForLoaded
to 30s - Use MainCamera if UICanvas uses CameraSpace without camera specified
- Fix UIControl deserialization without control type
- Fix UICanvas deserialziation on prefab changes apply
- Fix crash when removing object from prefab which instance is selected in editor
- Fix crash when applying prefab changes after removing one of the actors that has child actors
- Fix prefab diff serialization for members that value has different types
- Fix various crashes when reloading scripts in Editor
- Fix importing skinned models that has valid skeleton but no skinning information
0.4.6180
Version 0.4.6180 - 14 March 2019
- Add
JsonSerializer.Deserialize<T>(string json)
helper method - Add
Render.DrawRectangle
with 4 vertex colors - Add Show Default Scene option to editor asset previews
- Add padding for material parameters alignment
- Add profile event for Distortion pass
- Add support for virtual RawDataAsset, saving it and editing Data property
- Add
Scripting.InvokeOnUpdate
- Add support for async loading of solution and source code files
- Remove deprecated ReferencedBy from surface parameter
- Fix CollisionData cooking
- Fix DeepClone and utils class name
- Fix crash when connecting Visject boxes with autokey popup without popup created
- Fix crash when using Bool value cast in Material
0.4.6179
Version 0.4.6179 - 7 January 2019
- Add Foliage system
- Add various foliage tools for spawning and editing foliage
- Add utility method for finding actors and scripts by type
- Add Custom Anim Graph nodes support
- Add support for custom nodes in visject surface (from game scripts and plugins)
- Add bone to node mapping for skinned model skeleton (in c# api)
- Add skinned model skeleton nodes c# api
- Add rigidbody constraints support
- Add showing skinned model nodes hierarchy in editor window
- Add Linearize Depth node to materials
- Add
InputEvent.Dispose
- Add
Show Selection Outline
editor option - Add Navigation system
- Add Nav Mesh Bounds Volume actor type
- Add Nav Link actor type
- Add navigation mesh building and related tools
- Add helper events to SceneEditingModule for easier extending Editor
- Add
BoxCollider.OrientedBox
getter - Add Navigation Settings asset for navmesh configuration
- Add more Debug Draw rendering features (wireframe, solid, transparent, triangles, vertex indexing)
- Add orthographic projection support for editor viewports
- Add setter to
Camera.MainCamera
- Add StaticFlags.Navigation
- Add separate
DebugDraw.DrawWire*
methods for wireframe debug shapes rendering andDebugDraw.Draw*
methods for solid debug shapes rendering - Add alpha blending support for DebugDraw shapes rendering
- Add context menu to debug window log entries
- Improve Screen Space Reflections quality (better temporal reconstruction filter and HDR)
- Add helper Vector3 distance method with ref input but return result
- Add profile events for drawing foliage and terrain (cpu events)
- Add GetNodeByName and GetBoneByName to SkinnedModel
- Add profile events support for DirectX 12 backend
- Add queries support for DirectX 12 backend
- Add improved Visject nodes connections updating when changing type of variable type node
- Add Snap to ground feature for editor gizmo (with End key)
- Add
AlphaBlendMode
to engine C# API andMathf.InterpolateAlphaBlend
- Add more value interpolation methods to Mathf library
- Add
IDrawable
- Add explicit casting methods for Int2/3/4 structures to float vectors
- Add error if material uses too many textures
- Add Temporal Antialiasing support (preview)
- Add jitter projection matrix support
- Add anti-aliasing method option to PostFx Volume
- Add Subpixel Morphological Antialiasing (SMAA) support
- Add setter for
Script.Actor
for easy reparenting scripts - Add F, 1, 2, 3 shortcuts to Scene Tree window
- Add support for zooming in Editor viewport with mouse scroll without pressing mouse
- Add warning when user tries to add generic type script to the actor (not supported)
- Increase Shader Resources binding limit to 32
- Increase default Env Probe near plane to 10
- Expand
SkinnedModel
C# API for editing skeleton from code (user can modify both nodes and bones hierarchy) - Refactor actors and other objects intersection methods to output hit normal vector
- Optimize rigidbodies transformations synchronization
- Focus scene search box on Ctrl+F
- Optimize drawing shapes using DebugDraw
- Implement serialization for all basic types in Visject Surface
- Skip editor primitives when spawning item in viewport via drag and drop
- Rename Flax.Build to Flax.BuildLogger
- Disable restore windows layout button if no layouts are saved
- Remove
Input.ScanGamepads
as engine will always automatically scan for gamepads change - Disable clamping screen space reflections color and use HDR format for resolve pass
- Remove
PostFxVolume.Center
property - Show all assets in content window (even in-build flax types)
- Refactor editor viewports View widget to use subcategory for showing things
- Fix adding and rigidbodies and editing them right after (deferred adding queue was an issue)
- Fix
AddRelativeForce
andAddRelativeTorque
issues - Fix and improve PostFx volume editing via gizmo handles
- Fix CapsuleCollider and CharacterController bounds drawing in debug view mode when using scale
- Fix Control.Defocus when one of the children has focus
- Fix showing context menu when it gets hidden on start
- Fix using animation speed as param
- Fix using custom postFx with inheritance for Render method
- Fix showing decals in env probes
- Fix SSAO artifacts near camera when using high radius
- Fix handling fields in editor that are declared with
readonly
keyword - Fix C# scripts assembly reload crashes
- Fix using all parameter types in Anim Graph
- Fix infrequent directional light shadows issues
- Fix importing with Restore Materials on Reimport option enabled
- Fix CustomEditor values synchronization up on editing structure member
- Fix Visject surface scroll when menu is opened
- Fix creating terrain from heightmap/splatmap using format
R11G11B10_Float
- Fix Visject context menu highlights drawing when score mark is visible
- Fix
Actor.AddChild
with worldPositionStays set tofalse
- Fix game scripts caching when initial compilation fails
- Fix directional light shadows on distance from world origin
- Fix clamping character controller Contact Offset if set to 0
- Fix invoking DebugDraw for scripts attached to Scene actor
- Fix removing state machine state (break incoming transitions)
- Fix texture mipmaps generation if texture uses alpha channel
- Fix PhysX crash when using negative scale on terrain
- Fix importing sRGB textures
- Fix using renderer cache for scene rendering during nested scene rendering
- Fix calling OnDisable on unlinking script from actor and OnEnable when link it back
- Fix crash when calling Destory on script during Start/Awake events
- Fix scrolling debug logs if none is visible on adding (eg. due to filtering)
- Fix UICanvas Enable/Disable events handling
- Fix opening files in Visual Studio (use proper view kind option and use project items search)
- Fix changing enum value to one of the subflags (eg. chaneg actor static flag from FullyStatic to Transform only)
- Fix preserving selected objects on play mode enter/exit in Editor
- Fix materials constant buffer binding (skip if not used)
- Fix game hiccups when scanning for gamepads update on Windows platform (it is done in a background now to prevent game logic stalls)
- Fix SSR when UseColorBufferMips is disabled
- Fix ScreenSize node in GUI material to return valid viewport dimensions
- Fix crash on play mode start when CSG brush was attached to rigidbody