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0.4.6179

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@mafiesto4 mafiesto4 released this 26 Feb 12:48
· 1245 commits to master since this release

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 and DebugDraw.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 and Mathf.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 and AddRelativeTorque 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 to false
  • 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