This repository was archived by the owner on Dec 24, 2020. It is now read-only.
0.4.6179
Pre-release
Pre-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 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