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Releases: FlaxEngine/FlaxAPI
Releases · FlaxEngine/FlaxAPI
0.3.6176
Version 0.3.6176 - 7 January 2019
- Add option to serialize scene to compact Json
- Add support for recording GC collection events in profiler
- Optimize Scripting Engine object cache
- Optimize Actor::OnTransformChanged
- Optimize play mode enter
- Optimize scenes loading, unloading and saving
- Optimize object reference Id serialization and caching in Json serializer
- Optimize C# objects deserialization
- Optimize SSAO shader
- Add SSAO fade distance parameter
- Add TextureDimensions
- Adjust SSAO fade parameters
- Fix SSAO sampling radius on huge far plane setting
- Reduce scene loading and saving memory allocations
- Fix too dark color of not selected anim graph blend points
- Fix crash when using custom draw call with mesh that is not initialized yet
- Fix using View node in materials
- Fix actor location when spawning it to the parent
- Fix terrain first splatmap deserialization
- Fix showing memory allocations in profiler (include sub events allocations)
- Fix sprite atlas names gather write barrier
- Fix handling ReadOnly attribute for editors with group inside
- Fix invoking OnDebugDraw and OnDebugDrawSelected for scripts in editor
- Fix AssetPicker for SceneReference
- Fix transform gizmo rotation in World mode
- Fix updating RigidBody bounds when has no colliders and on collider attach
- Fix profiler event names collecting (use proper GC write barriers)
- Fix code documentation comments
0.3.6175
Version 0.3.6175 - 28 December 2018
- Add support for wireframe GUI material
- Add printing inner exceptions via DebugLog exceptions reporting service
- Fix using
ServicePointManager.ServerCertificateValidationCallback
and Mono backend configuration - Fix depth clipping for GUI materials
- Fix Windows version detection for Windows 8.1
- Fix game window focus on mouse down when using UICanvas in game viewport
- Fix crash after creating new scene and opening game settings asset
- Fix handling Scripts implemented as nested classes
- Fix crash on scripts reload in editor when using
XmlQueryType
- Fix drawing TextRender when using characters from different texture atlases
- Fix enabling/disabling scene objects in more complex usage cases
- Fix default values for ToneMap_WhiteTint and ToneMap_FilmBlackClip
- Fix ray intersection test for
StaticMode
meshes - Fix typo in
ThumbnailRequest.States
enum - Fix crash when loading script that is not a valid script type anymore
- Fix plugin assembly name validation and add more useful error messages
- Fix exporting plugin after changing its name
- Fix System.Version serialization to Json
- Fix debug log messages overflow by clipping too long text
0.3.6174
Version 0.3.6174 - 18 December 2018
- Add Capsule to basic models toolbox in editor
- Add content searching with filters
- Add scene and prefab hierarchy searching
- Add content folders hierarchy searching
- Add
AnimatedModel.ResetAnimation
- Add C# API for extracting audio data from AudioClip (internal format, raw PCM or normalized float)
- Add
Application.VirtualDesktopBounds
- Add support for drawing audio clips previews and thumbnails
- Add expand all and collapse all to content and scene tree context menus
- Add Editor undo limit support to options
- Add double-click option to import assets settings window to rename the designation filename
- Add context menu for import file dialog entries (rename, remove, show in explorer)
- Add restoring editor selection on scripts reload
- Add support for using virtual assets in AssetPicker
- Add option to show floor model in animated model and model windows previews
- Add dock panel windows context menu for quick closing windows
- Add button for adding/removing new items to collection in editor
- Add move up/down buttons to collection property items labels
- Add support for saving and restoring workspace layout slots
- Fix HistoryStack leaks on buffers overflow
- Fix editor windows layout loading for some specific windows setup for virtual desktop environment
- Fix building CSG mesh during play mode (disabled to prevent issues)
- Fix screenshots brightness
- Fix editor atlas missing icons
- Fix crash on one of the sample projects
- Fix character controller move filter for rare issues while moving
- Minor fixes
0.3.6173
Version 0.3.6173 - 9 December 2018
- Fix using custom SSE Intel instructions for float to/from half data conversion
- Rebuild UWP dependencies libraries to use v141 toolset and Windows 10 SDK 10.0.17134.0
- Remove VC++ 2015 redistribute libs from Flax binaries (launcher installs them if missing, the game has to package them on its own as documentation states)
0.3.6172
0.3.6171
Version 0.3.6171 - 4 December 2018
Contributors: stefnotch
- Add Terrain system
- Rename ModelActor to StaticModel
- Anim Graph state machines with custom transitions and blending between states
- Add Terrain Carving Tools to editor toolbox window
- Add State Machine node to Anim Graph
- Add support for subgraphs in Visject Surface
- Optimize rendering and improve performance in huge worlds (CPU side, GPU side was already blazing fast)
- Add
Vector2.Perpendicular
- Add
Vector2.Cross
- Add Editor C# API for importing files from code without options dialog popup
- Add
EnumDisplayAttribute
for custom enum items display mode in Editor - Add Int2, Int3, Int4 editors
- Allow mixing material layers using different domain materials (eg. Surface material in Terrain)
- Add XAudio2 support for UWP and Xbox One
- Add support for importing .RAW files (16-bit, grayscale in little-endian byte order, square dimensions)
- Add support for resizing texture on import to a custom value
- Add Interpolate VS To PS node to materials
- Add
LOD Bias
andForced LOD
to Model - Add
Model LOD Bias
andModel LOD Distance Factor
to RenderView - Add debugging single model LOD in Model Window in Editor
- Add
Local
space transformation in materials (aka object space) - Add undo/redo support to Material Instance editor window
- Add support for layered materials with blended displacement and tessellation factor
- Add Use Dithered LOD Transition option to materials for smoother LOD transitions
- Add Use Input World Space Normal option to materials
- Add Draw Time chart to profiler main page
- Add
GraphicsDevice.VendorId
andGraphicsDevice.Description
to C# API - Add caching editor viewport properties in windows layout
- Add validation for model LODs Screen Size sequence (warns on error)
- Add pack/unpack material layer nodes with world displacement and tessellation multiplier
- Add Multi Blend 2D node to Anim Graph
- Add Multi Blend 1D node to Anim Graph
- Add Blend Pose node to Anim Graph
- Add Anim Graph nodes for get/set/add root motion
- Add floor model to Anim Graph animation preview
- Add closing import dialog on escape key and import on enter
- Adjust model preview lighting in editor
- Add Boolean math nodes to Anim Graph (boolean math)
- Add Bitwise operations to Anim Graph (integer math)
- Add Comparisons operations to Anim Graph (values comparing)
- Add Near Equal method to Anim Graph math library
- Add shortcut for renaming content folders in tree view with F2 key
- Add option to drag and drop items using content window navigation buttons
- Add option to delete or duplicate folder in workspace tree view
- Add selecting textbox range with Shift key being pressed
- Add navigation with keyboard arrows in viewport without mouse captured
- Add navigation between profiler frames using keyboard arrows
- Add Reset to default option for custom editor property context menu
- Add default value attribute for various asset import options and engine types
- Add default values for material instance parameters (from base material)
- Add support for properties copy/paste in editor
- Add improvements to Visject Surface context menu
- Add
TextRender.LocalBox
- Add Near Plane setting to editor viewports
- Add more editor camera speed factors
- Add default values to PostFxSettings for easier editing
- Add
Blur Strength
property to Depth Of Field settings - Add Focus Game Win On Play to editor options
- Add default value restoring option to editor options
- Add support for virtual CollisionData asset and cooking mesh collision at runtime
- Add support for choosing an animation clip index to import from source file
- Add support for Pause button in game view to pause gameplay
- Add
RigidBody.ClosestPoint
- Add
RigidBody.AddRelativeForce
andRigidBody.AddRelativeTorque
- Add
ReadOnly
attribute and support for it in editor - Adjust limits for various properties for better usage when adjusting for the big scenes
- Improve dynamic box types update and boolean value editing for Visject Surface nodes
- Upgrade Xbox One Win 10 SDK to 10.0.17763.0
- Improve Windows Driver Kit (WDK) install location finding for tools used by UWP/XboxOne deployment
- Improve streamable audio sources buffers queue submission
- Refactor source code editors, add support for custom source code editing plugins
- Use white color as default vertex color when none binded
- Use string.Empty for converting empty c++ string to c# world
- Remove camera far plane limit
- Add source code editor option in Editor
- Optimize serialization
- Fix updating dependent boxes types on Visject Surface load
- Fix AssetPicker focus on some actions
- Fix main material node boxes update
- Fix settings material parameter using double value type to float or int parameter
- Fix material generator material features flags gather for layered materials
- Fix render viewport properties setup for shadow passes
- Fix various typos and improve code documentation
- Fix bool type param get node init (in Visject Surface)
- Fix color for Bool type boxes in Visject Surface
- Fix crash for prefab apply with removed objects from prefab
- Fix audio source velocity update
- Fix audio clip quality option restoring on reimport
- Fix Xbox One support
- Fix rare text layout calculating issues for words wrapping option enabled
- Refactor material parameters gather in vertex shader to be more optimized (better instructions reusing)
- Refactor scene rendering (linear list of geometry instances instead of tree traversal)
- Refactor UI window mouse events
- Optimize float/half transformation using SIMD
- Disable per mesh culling during model drawing
- Optimize draw calls sorting (use radix sort and better data locality to reduce cache misses)
- Optimize writing to instance buffer
- Optimize scene ticking
- Draw animation filename in thumbnail
- Don't rebuild Visject param get node boxes on value change if param type is the same
- Optimize visject graph backend (reduced amount of dynamic memory allocations and faster graph processing times)
- Reduce thread locks in render code
- Prevent drawing 2 or more frames in a row without update or fixed update
- Allow to model LOD Screen Size be higher than 1
- Remove
ViewFlags.DynamicActors
- Fix
VisibleIf
attribute processing - Fix Actor.LocalToWorldMatrix getter
- Fix Screen.Size in editor when game window is not selected
- Fix editing script reference property via drag in editor
- Fix
Actor.LookAt
in certain cases - Fix minor memory leaks on engine exit
- Fix baking lightmap for scenes with many lightmaps required
- Fix combobox crash with anim graph bone picker controls
- Fix engine startup crash when no audio devices found
- Fix crash when playing audio without audio devices
- Fix motion vectors rendering for objects linked to Bone Socket actor
- Fix minor bug with visject value parsing with regex
- Fix parameter get Visject node if one of the params is invisible to UI
- Maaaaaany fixes (oh sooo many)
0.2.6169
Version 0.2.6169 - 25 September 2018
- Add support for sampling normal map texture object in Sample Texture node with automatic normal vector unpacking
- Change default Material Instance editor window panels split to 0.5
- Fix colliders properties synchronization in prefab instances
- Fix texture format autodetect on reimport
- Fix sample texture node to not use explicit mipmap level in some cases
- Fix creating comment on selected nodes with Ctrl+S
- Fix rare error when changing preview model in material preview
- Fix removing main material node in materials
- Fix visject surface error on parsing numbers in context menu
- Fix combobox deselecting
- Fix crash when creating prefab from model with baked lightmap data
- Fix importing FBX models without nodes structure but valid meshes inside
- Fix deadlock in asset managed objects creation in rare casesFix importing textures with alpha channel to ColorRGB with compression enabled (alpha channel was used to premultiply colors which was wrong)
- Fix pasting text to TextBox when it's empty
- Fix creating prefab from model that has baked lightmap data (remove it during prefab asset creation)
- Fix undo on object reparent
0.2.6168
Version 0.2.6168 - 23 September 2018
Contributors: stefnotch
- Add Motion Blur effect
- Add Motion Vectors rendering support
- Add per-bone motion vectors for skinned meshes
- Add Subsurface material shading model
- Add
MaterialShadingModel
enum - Add Tessellation support to materials
- Add search popup to asset picker
- Add Panner node to materials
- Add Wireframe view mode
- Add support for restoring material slots on model reimport
- Add Camera Position node to materials
- Add
PerBoneMotionBlur
to Animated Model - Add
RenderTask.CameraCut()
to mark the next rendered frame as camera cut - Add removing static flags from actors added to level during play in editor (eg. via drag and drop)
- Add Visject Surface comments (with
C
key for selection or withC + Left Mouse
for custom area) - Add profile event for GBuffer clear
- Add Per Instance Random node to materials
- Add option to show material shader HLSL source code
- Add splash screen to build game (with Flax logo)
- Add support for point and spot lights shadows for volumetric fog
- Add filtering textbox contents (remove \r characters)
- Add support for scrolling multiline textbox with mouse wheel
- Add even smarter Visject context menu (eg. type
true
to spawn boolean literal node with value set to true) - Add DefaultFrameRate to animation import options
- Refactor material shader template to simplify the code generation and improve material compilation time
- Refactor Visject Surface and make it easier to customize or extend
- Optimize Decal, GUI and PostProcess material types constant buffers usage
- Optimize DirectX resources binding if render stage is not used
- Optimize DirectX 12 backend
- Modify default scene lightmap options
- Improve Editor drag handler API
- Use GPU buffers resources naming in dev builds
- Fix selecting textbox characters if content has scale other than 1
- Fix text layout for many new-line characters
- Fix not needed remove button for some Visject nodes
- Fix asset picker and make it bigger in some cases to prevent buttons not matching the layout
- Fix quality of the skinned mesh blend weights to prevent blending issues
- Fix various prefab issues
- Fix preserving alpha channel value when using color selecting wheel control
- Fix selecting viewport area under FPS counter control (if counter is hidden)
- Fix shadows issues for materials with position offset in use
- Fix crash when Custom Code node in materials has no code
- Fix setting audio source volume on init
- Fix crash when adding new objects to actor in Start
- Fix Game window undocking in Editor on select in play mode with mouse auto-center mode enabled
- Fix scene graph event handling
- Fixes for DirectX 12 backend
- Fix
BoundingBox
fields/properties serialization (in C# scripts) - Fix typos
0.2.6167
Version 0.2.6167 - 2 September 2018
- Add plugins support
- Add
GamePlugin
class - Add
EditorPlugin
class - Add plugins manager window in Editor
- Add support for custom data stored in project cache
- Add loading plugin assemblies from the project and build game
- Add
Debug.Write
for direct message write to log - Add support for accessing custom game settings at runtime
- Add helper C# API for editing custom game settings in editor
- Add
JsonAsset.CreateInstance<T>()
for easy settings object casting - Add support for JsonAsset object from any loaded assembly
- Add support for restoring custom editor windows on scripts reload
- Add
ScriptsBuilder.Compile
to build a custom solution - Add support for showing all files from Content directory in editor
- Add support for renaming selected file in Content Window with F2 key
- Add
Version
editor - Add a reference to FlaxEditor assembly for game scripts in Editor
- Add showing tooltip with full type name in add script popup
- Add support for adding scripts from all loaded assemblies (including plugins)
- Add
EditorIcons
container for faster editor icons caching - Optimize logging by managed code
- Optimize control and script types searching in editor
- Fix too frequent editor cache saving
- Fix typos
0.2.6166
Version 0.2.6166 - 28 August 2018
- Add support object ids mapping inside scripts (use
ObjectIdModifier
on deserialization) - Add
ISceneObject
interface to unify various functionalities for both Scripts and Actors - Add
TextLayoutOptions.Scale
- Improve text layout
- Improve Mono backend performance
- Improve object references handling in scripts in prefabs
- Improve reverting changes to prefab for ISceneObject references
- Increase default editor update rate to 60 FPS and reduce physics update
- Remove deprecated
Globals.LocalizationFolder
andGlobals.ConfigFolder
- Fix rare crashes on prefabs apply
- Fix Script callback searching (better method signature query)
- Fix using Script callback methods in base classes that use generic parameters