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Releases: FlaxEngine/FlaxAPI

0.3.6176

07 Jan 21:58
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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

28 Dec 21:38
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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

18 Dec 20:30
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0.3.6174 Pre-release
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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

09 Dec 19:32
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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

04 Dec 20:31
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Version 0.3.6172 - 4 December 2018

  • Fix materials loading issue
  • Fix missing terrain assets for editor

0.3.6171

04 Dec 07:33
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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 and Forced LOD to Model
  • Add Model LOD Bias and Model 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 and GraphicsDevice.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 and RigidBody.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

24 Sep 22:21
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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

23 Sep 11:57
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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 with C + 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

02 Sep 17:03
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0.2.6167 Pre-release
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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

29 Aug 07:30
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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 and Globals.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