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Update 1.7.6404

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@mafiesto4mafiesto4 released this 31 Oct 15:39
· 5060 commits to master since this release

Blog post:https://flaxengine.com/blog/flax-1-7-released/

Release notes:https://docs.flaxengine.com/manual/release-notes/1_7/index.html

Discussion:https://forum.flaxengine.com/t/flax-engine-update-1-7-6404/1425

Changelog:

  • AddCloth simulation with physics
  • Add cloth painting tools to Editor
  • Add async cloth simulation via Job System
  • Add distance-based and frustum-based culling to cloth
  • AddMeshReference toModelInstanceActor for easy mesh referencing and its data access interface
  • AddMeshDeformation utility for generic meshes vertices morphing (eg. via Blend Shapes or Cloth)
  • AddNvCloth dependency
  • Add copy/move ctor/operator toDelegate
  • AddNavMeshRuntime to scripting api
  • AddMoveTowards to Vector3
  • Addstencil buffer support toGPUPipelineState
  • AddGPUContext::SetStencilRef to stencil reference value
  • AddDebugDraw::DrawLine with separate start/end colors
  • AddRenderTools::CalculateTangentFrame utility
  • AddReadOnly toCustomEditorPresenter
  • AddVariant::AsStructure() to comparision operator betweenVariantType andScriptingTypeHandle
  • AddSerializableScriptingObject for easier serialization of scripting objects in gameplay or content
  • AddIPresenterOwner to editor Custom Editor for more context and advanced interactions
  • AddGroupArchetype to Visject nodes spawn query check
  • AddSealedNodes feature to Visject Surface nodes
  • AddSurfaceNodeActions for more contextual surface nodes scripting
  • AddOnPasted to Visject Surface nodes for custom post-paste logic
  • Add Visject surface boxes and connections drawing customization via style
  • Add reroute node usage to Visject only if surface type allows it
  • AddAI module to engine
  • AddBehavior Trees editing and simulation
  • AddBehaviorKnowledgeSelector for Behavior Knowledge unified data access
  • AddGetDebugInfo to BT nodes for debugging
  • Add Decorators to Behavior Tree
  • Add concept of Goals to Behavior Knowledge
  • Add animation asset input box to animation sample node
  • AddHasDepthClip to GPU Device limits
  • Addforeach loop support toSpan type
  • Add checking forAlt key pressed to expand/collapse all actors in hierarchy
  • AddIsDebuggerPresent for macOS and iOS platforms
  • Add better viewport camera settings and control
  • AddGetHash to Vector types
  • Add support for usingRevision number in projects version
  • Add support for runtime running on GPU without Compute Shaders support
  • Add logging any XAudio2 backed errors
  • AddSpacebar to toggle play/pause in Audio Clip window
  • Add data sent/receive rate charts to the network profiler in Editor
  • Add outputting shader source code in Editor to text file when compilation fails for debugging
  • Add changing terrain brush size withShift + Scroll
  • Add default font bundling (optional) and setup UI Style to match editor logic
  • Add preventing project file regeneration running while compiling scripts
  • Add delay to compiler and project generation after large file operations in Editor
  • AddSubAssetFolder to model import option to redirect auto-imported materials and textures location
  • Add excluding GPU swapchain present time from CPU draw time in profiling tool
  • Add showing full exception message in error message box for managed exceptions
  • Add popup to editor options closing to remind the user to save
  • Add more Editor input binding options
  • Add context-sensitive node search to Visject (surface editor)
  • Add automatic casting setup to Visual Script graph editor
  • Add several fixes to UI sizes when fonts are larger in Editor (eg. when using custom fonts)
  • Add customizable statusbar colors to Editor theme (change playmode status color to green)
  • AddView Layers options and Reset/Disable/Copy/Paste buttons editor viewport options
  • AddRenderFlags andRenderView toCamera actor properties
  • Add tooltips to move with the mouse cursor
  • Add automatic module creation via Content window context menu (in gameSource folder)
  • Add using textShow in Finder on macOS in Editor
  • Add button to position camera to editor viewport view
  • Add showing only collision wireframe inCollisionDataWindow
  • Add Main Window to C# throughScreen class
  • AddSmoothDamp forVector2 andVector3
  • AddBaseLinesGapScale configurable forLabel
  • Add improved mouse wheel scrolling behavior in UI
  • Add handling double clicking inCheckBox,Button,Dropdown andDropPanel controls
  • Add theoption to import materials for a model as instances of another material in the project
  • Add support for importing embedded textures viaAssimp importer
  • Add auto-rename start when adding new actor in Scene Tree window
  • Addautomatic game settings apply when saving json file in Editor
  • Add collision type to model importer
  • Add bending for connections around nodes in Visject graph editor
  • Add improvements to Clang compiler detection
  • Add better Visual Studio project Ids preservation when regenerating script project files
  • Add always generate additional Visual Studio solution files for all platforms (improves VSCode and Rider usage)
  • Add building C# bindings after generating engine project files
  • Add VS Code launch task for attaching native debugger
  • Add remapping non-native Editor VS build configurations to native configurations
  • Add Rider-specific user solution configuration files generation
  • Add thread-safety to various scripting methods
  • Addbetter missing script handling in Editor
  • Add Game Settings open button to Edit menu
  • Add input states toInputEvent andAxisChanged event toInputAxis
  • AddSelectionChanged public event forVisjectSurface and properly invoke it only when selection actually changes
  • Add ignoring types withCompilerGeneratedAttribute in Editor
  • AddScriptingType to msvc natvis
  • AddGetColliders utility toRigidBody
  • Add allow usingCustomValueContainer as readonly if setter action isnull
  • AddMarshalAs tag to API structs/classes for custom marshaling via implicit casting
  • Addinternal access level to Scripting API members (field, properties and functions)
  • Add support for accessing scripting properties viaManagedBinaryModule fields API
  • Add double-reference support for scripting function parameters to move value
  • AddRandom::RandRange
  • Add spot light inner circle debug lines
  • Add light debug view flag to draw light shapes
  • Add grid scale to the editor viewport settings
  • Add quickCook&Run button, Play in Editor actions, and customizable number of players setting
  • Add locked focus to Editor (Shift+F)
  • Add a generic version ofAssetReferenceAttribute
  • AddNetworkReplicator::ResolveForeignObject
  • AddObject::DeleteObjectNow asObject.DestroyNow in scripting
  • AddModelInstanceActor::GetMaterial to get actual material used to render certain entries
  • AddModelInstanceActor::GetMaterialSlots
  • Add showing rendering material to model entries
  • Add improvements to various context menus in Editor
  • Add batch creating prefabs from multiple selected actors in the scene tree
  • Add scroll to selected asset/content item on asset picker select menu open
  • Add pasting at same level as selected actor parent node instead of under selected node
  • Add functionality to combine similar Debug Logs into a log with a count
  • Addparams tag toAPI_PARAM for C# variadic parameters support
  • Add user defined analyzers/source generators support inFlax.Build
  • Add build option to change code optimization level in C# modules
  • Add default C# code optimization in Editor development builds
  • Addsealed tag to virtual functions in API bindings to block inheritance in C#/VS
  • Add common .NET SDK preprocessor definitions
  • Add skipping post processing when tonemapping and camera artifacts are disabled
  • AddHasBorder option toButton control
  • Add borderless window switch at runtime (Windows only for now)
  • Add ability to clean terrain patch caches
  • Add macOS message box with buttons
  • Add versions sorting to VulkanSDK selection on macOS
  • Add ignoring.DS_Store files in Content on macOS
  • AddFileSystemWatcher for macOS to track file changes in Editor
  • Add codesigning to macOS editor package binaries
  • Add control/command/option keys handling on macOS
  • Add shwoing Json Asset type on ToolStrip of Json Asset window
  • Add timeline position numbers and add to GUI
  • Add a way to reset anIBrush to null for default functionality in Editor
  • AddMethod andOrigin toProgressBar for custom progress drawing
  • Addautomated plugin project creation and Git cloning in Editor
  • Add tab breaks for window tabs
  • Addnew look to Content items
  • Add sorting plugin projects in content tree
  • Add showing/hiding engine/plugin/misc/generated files in content tree and view
  • Add slider control to UI library
  • AddInputEvent andInputAxis editors with pickers
  • AddInputEvent forUICanvas navigation actions
  • Add shift + tab support in UI navigation
  • Add ctrl+backspace support to Text Box
  • Add more border options to several controls
  • Add MMB Panning to Visject Surface
  • Add highlighting when mouse is over slider thumb
  • Addnew Spline editing tools for Editor
  • Add editor shortcuts usability when toolstrip or main menu controls are focused
  • Add support for editingWheeledVehicle wheels config at runtime without full physics state rebuild
  • Add support for editingWheeledVehicle engine/differential config at runtime without full physics state rebuild
  • Add remove tag method to actor
  • Add conditional profiling in Editor (run only when using Profiler window)
  • AddDebugDraw::DrawRay function
  • AddWindowBase::Resized delegate
  • Add using exact C# method profiler data for profiler events in overriden thunk method callbacks
  • Add support for unsubscribing from managed events multiple times
  • Add missingParticle Scale getter node to Particle Emitter graph
  • Add bigger size of clamp node to handle vector4 in Visject surface editor
  • AddPCM (GJK-based distance collision detection system) to PhysX
  • AddSolverType andBroadPhaseType to Physics Settings for simulation configuration
  • Add ability to choose sloppy mesh simplification or not in model import settings for LODs (better quality Auto-LOD)
  • AddObjectRadius toDrawCall to properly cull local lights and env probes in Forward Shading
  • Add objects replication and RPC stats table to Network Profiler
  • Add VS folder structure for BuildScripts and FlaxEngine source files
  • Add Rider support to Ediotr on macOS
  • Add auto-gen script project files at startup when project Cache was cleared in Editor
  • Add betterhostfxr error messages when failed to setup .NET runtime
  • Add missing marshaller methods for compatibility with .NET 8
  • Add improved dotnet location search (on macOS and Linux)
  • Add usage ofxdg-open to open file manager on Linux
  • Add support for displaying all active Network Peer stats in Editor Profiler tab
  • Addandroid_native_app_glue.h to be included in engine package
  • OptimizeUnwindRadians andUnwindDegrees from C# math lib
  • OptimizeMClass::GetMethod method iteration
  • Optimize C#UnboxValue performance, safety and memory usage
  • Optimize C# method invokers return value marshalling
  • Optimize C#MakeArrayType results in native interop methods
  • Optimize actor pasting performance with huge amount of actors
  • OptimizeManagedDictionary types and helper methods
  • OptimizeDelegate to use mutex and hash table over atomic operations for events binding
  • OptimizePhysX collision event handling andonContact callback
  • OptimizeCultureInfoEditor andTagEditor performance when searching entries by text
  • Optimize various rendering stages to skip loading shader when effect is disables
  • Optimizescenes loading with Job System
  • OptimizeScriptingObject managed initialization and marshalling
  • Optimize values marshallers and type storage for managed scripting
  • Optimize updating scripts tick arrays
  • Updaterecastnavigation lib to1.6
  • Update CSharp script template to use non-indented namespace
  • Update custompugixml changes topugixml_extra
  • ChangeDebug to be static
  • ChangedInput.ActionTriggered event to pass aditionallInputActionState value
  • Change default dead zone in mouse axis input to0 (in Flax Samples)
  • Disable assertions inRelease build mode
  • RenameGPUPipelineState::Description::PrimitiveTopologyType toPrimitiveTopology
  • Remove unusedTIsArithmetic
  • Refactor vertex shaders to useGPUShaderProgramVS::InputElement for input layout data
  • RefactorFileMode,FileAccess,FileShare enums into normal enums with docs
  • Refactor Visject surface nodes cache to reuse between graphs
  • Refactor Editor gizmo modes ownership to support using them in prefab window
  • RefactorManagedHandlePool
  • Refactor scriptsOnDestroy location to be called before actor'sOnEndPlay to prevent issues in scripting
  • Refactor splash screen quotes
  • Refactorstd::function usage intoFunction insideArrayExtensions
  • Refactor audio clip import settings to use auto-generated bindings viaAudioTool
  • Refactor how macOS launches processes to use ‘NSTask’ which just deals with escaped and unescaped paths better
  • Fix doc comments inUnwindRadians andUnwindDegrees from C# math lib
  • Fix various keyboard handling on macOS
  • Fix incoming drag drop location on macOS
  • Fix showing files in the Finder on macOS
  • Fix updating Content folder name when renamed in Finder on macOS
  • Fix various macOS issues where the BuildTool would not properly run and compile the scripts
  • Fix mouse cursor setting on macOS to properly handle screen scale
  • Fix error when opening shader asset if it's not visible in Content window
  • Fix missing header files in deployed engine package
  • Fix nested animation sampling bug
  • Fix culling artifacts in animated model preview in Editor
  • Fix nested animation playrate when the framerate is different
  • Fix incorrectTransform Position To Screen UV in particles graph in CPU code path
  • Fix visibility of string wrapper methods used in binding code
  • Fix various core types to be trivially constructible as properly POD-type
  • Fix releasing non-collectible types with collectible generic types
  • FixDrawSceneDepth to properly draw scene objects when custom actors list is empty
  • FixAPI_INJECT_CODE injecting duplicated code
  • Fix navigation rebuilding duringOnEnable/OnStart
  • Fix some actor assets into soft checks
  • Fix Editor UI when one of the properties panel throws exceptions
  • FixLabel to draw text under children
  • Fix log spam fromTypeEditor if type is missing
  • Fix opening FlaxEditor window in Linux after launch project second time
  • Fix error when scripting structure usesStringAnsi field
  • Fix missingVariant typename for Object or Asset value to properly pass type checks
  • Fix managed assembly unloading and scripting ALC reinitialization for native libraries usage
  • FixManagedArray C# handles with pooling
  • Fix particles effect not being able to call play to play again if IsLooping is false
  • Fix invoking managed method on value types (eg.Transform) to properly handle instance value
  • Fix actor hierarchy to usePrefabObjectID when setting/getting the actor expanded value for prefabs
  • Fix docs panel windows in Editor on macOS
  • Fix message box on Windows to prevent interaction with the editor and other windows
  • FixUnitsToText to properly print string with 2 decimal places
  • Fix deserializing vector types in Editor fromToString FormatException
  • FixRandom Range nodes in CPU particles/script graphs when usingint
  • Fix to stop replication ifNetworkManager::NetworkFPS is less than 0
  • Fix building for Android with the latest Java version (update to Gradle8.3)
  • FixAbstractWrapper from showing in new AnimEvent context menu
  • Fix missing C# static fields in native scripting api
  • Fix visibility of some internalNativeInterop methods for game bindings
  • Fix prefab apply bug when one of the prefabs in project is broken
  • Fix wheel vehicle drive whenEnableSimulation is disabled
  • FixWheeledVehicle driving inDrive4W mode when wheels are in custom order
  • Fix managed UTF-8 string allocation not using correct encoding
  • Fix incorrect focus on Character Controller
  • Fix right click deselecting scene tree nodes
  • Fix white window flickering in context menus
  • Fix editing array of tags in Editor that isnull initially
  • Fix Vulkan shader compilation with source files missing the last newline
  • Fix rare issue when script could be deleted when working with Visual Studio 2022
  • Fix Rider 2022 not being detected when installed with toolbox (Windows and Linux)
  • FixDictionary andHashSet iterators to prevent unwanted data copies
  • FixShaderGraphValue floating numbers are formatted with enough precision
  • Fix applying prefab changes to nesting prefab instances
  • Fix editor window from maximizing/minimizing on menu button double click
  • Fix whitespace when opening context menu with spacebar
  • FixEditorModules in Assembly lookup paths to be properly included
  • Fix being able to create folder from project folder
  • Fix renaming folders in Editor with dot character (.)
  • Fix typingDEL character in Text Boxes
  • Fix Slider clipping left most pixel
  • Fix right clicking on source folder to sometimes select non-visible child
  • Fix not capturing the theDebug.Log line in the Debug Log window
  • Fix error when model is missing in Editor for prefab editor
  • Fixiphonesdk is not required to build macOS Editor (and check for iOS tools on Mac)
  • Fix x64 editor/runtime on M1/2 macs
  • Fix launching Rider on macOS
  • Fix build scripts to detect only supported versions ofMSBuild
  • Fix missingVariant marshalling for scripting structures bindings
  • Fix non-windows platformscsproj files
  • Fix error when loading project on non-ASCII path
  • Fix editor window closing when using camera flight
  • FixActor.RotateAround to rotate the actors orientation
  • Fix bool editor when null
  • Fix blur panel to draw self
  • Fix issue with blur strength slider
  • Fix HScroll bar from covering nodes in scene and prefab tree windows
  • Fix initial Editor window size to not cover task bar on start
  • Fix issue of game window not returning focus to parent on mouse leave
  • Fix nested profiler events usage
  • Fix potential missing editor font bug
  • Fix Editor viewport camera drifting with odd viewport sizes
  • Fix creating prefabs directly from prefab objects
  • Fix missing debug shapes drawing when skeleton node gets selected
  • Fix model asset previews to wait for materials to be loaded
  • Fix minor issues with OpenFBX (backported specific * Fixes)
  • Fix imported fbx file from Blender to use proper Up axis
  • Fix model importer to use precomputed Offset Matrix for skeletal model bones
  • Fix applying scale to imported models with Assimp
  • Fix usingDefaultFrameRate for animation imported with Assimp
  • Fix importing skinned models with meshes that don't have valid skinning to properly link into the node's bone
  • Fix model importer to use precomputed Offset Matrix for skeletal model bones
  • Fix scenes objects creation to happen after actors transformations and bounds are initialized
  • Fix performance bug in Development/Release builds due to incorrect draw calls batching (uninitialized memory)
  • Fix loading shared managed assemblies multiple times
  • Fix AnimatedModel box
  • Fix particle effects not working properly at high framerate
  • Fix deduplication of vertexs to respect vert colors
  • Fix shader compilation tracking to check for directory existence
  • Fix VisualScript method calls not working with value types
  • Fix VS Code missing build tasks in C#-only projects
  • Fix VS Code build and launch tasks for plugins, dependencies and duplicates
  • Fix building rules assemblies to use the latest C# version
  • Fix Visual script parameter item duplication bug
  • Fix potential incorrect null checks inFlaxEngine.Objects
  • Fix IES profile light computation formula
  • FixTag deserialization in cooked game
  • Fix spatial audio playback when clip is set after the audio source was enabled
  • FixAudioClip loading error when buffer start times diff has rounding error
  • Fix various issues with audio clip data buffers to reduce artifacts (especially when using 24-bit data)
  • Fix various issues with OpenAL buffers playback (do proper bit convertion)
  • FixAssetsCache to include project path and reject cache when project gets duplicated with cache
  • Fix editor tabs control size for tab header when scroll bar is visible
  • Fix preserving editor minimized floating windows in saved layout
  • Fix removing large amount of assets in Editor at once
  • Fix updating time left when destroying large amount of objects
  • Fix sprite shadow to match the sprite facing camera
  • FixNavCrowd to properly wait for navmesh loaded
  • Fix script serialization failures from removing scripts that have exception errors
  • Fix animation graph transition data from source anim info
  • Fix double engine assembly init in Editor
  • Fix plugins initialization order to properly unload scenes before them in cooked game
  • Fix Editor viewport camera transformation getting corrupted when focused
  • Fix Editor gizmo sizes in orthographic viewport mode
  • Fix opening plugin project files in Visual Studio
  • Fix audio preview for multi-channel audio clips
  • Fix various issues when playing audio withXAudio2 backend (Windows and Xbox)
  • Fix color picker on Linux
  • Fix deadlock inFoliage::GetFoliageTypeInstancesCount
  • Fix missing particle layout attributes when using Particle Emitter Function
  • Fix invalid particle attributes access inside emitter function
  • Fix particle emitter function cache clearing for GPU shader generation
  • Fix particle attributes usage in GPU emitter function
  • Fix C# objects serialization bug when script throws exception during saving to Json
  • Fix logging performance and crashes on non-Windows platforms
  • FixHandleObjectDeserializationError to be editor or dev only and thread-safe
  • Fix setting up prefab objects ids mapping for nested prefabs to link cross-object references correctly
  • Fix asset load to trigger loading task within mutex to prevent race conditions when loading the same prefab from many threads at once
  • Fix main menu popups misalignment on Linux
  • Fix window placement hints on Linux
  • Fix incorrect mapping of Alt key on Linux
  • Fix build project generation under Arch Linux
  • FixGetVirtualDesktopBounds for Linux
  • Fix double-click on Linux to use maximum distance between clicks
  • FixCannot find compatible metal driver on macOS due to the newest Vulkan SDK regression
  • Fix C#-only game projects to referenceprecompiled DLLs instead ofFlaxEngine.csproj
  • Fix generating VS configurations for Win32 and engine projects
  • Fix Visual Studio solution project to ensure that main project is the first one
  • Fix compilation with the latest Visual Studio 202217.7
  • Fix compilation error due to exposed publicCommonValue inclusion
  • Fix missing Visject CM groups auto-expanding if enabled
  • Fix missing C++ standard version in VC++ projects intellisense options
  • FixWindowsPlatform::LoadLibrary to not modify the string parameter
  • Fix error when calling Network RPC on despawned object
  • Fix crash when C# marshalling array with PostFxMaterialSettings Materials
  • Fix crash when usingVector3 soft casting in Visual Scripts
  • Fix crash to soft-return if managed event bind target object native instance is gone
  • Fix crash when baking lightmap for terrain with missing patch texture
  • Fix crash on Linux when using unmapped keyboard Keyboard
  • Fix crash when using custom Anim Graph node (.NET 7 regression)
  • Fix crash when max files open limit is too small on macOS/iOS
  • Fix crash due to ManagedObject reference copy inVariant
  • Fix crash on terrain export in Editor
  • Fix crash when window gets removed during windows update loop
  • Fix crash withXAudio2 backend when source is playing
  • Fix crash ifOpenAL internal device name is all whitespaces
  • Fix crash when unboxing managed structure with refs intoVariant
  • Fix crash when boxing native array to managed value
  • Fix crash when copying and pasting in same folder as clone
  • Fix crash when togglingWheeledVehicle active state
  • Fix crash when generic classes spanned across different assemblies
  • Fix crash when loading C# assembly from non-ASNSI path
  • Fix crash when setting material instance base material before it's loaded
  • Fix crash due to invalid message in Assimp
  • Fix crash in C#JobSystem.Dispatch due to GC collecting Delegate object
  • Fix crash when importing model with materials andSplit Objects enabled
  • Fix crash when D3D11 backend fails to create shader due to driver failure
  • Fix crash when spawning large amount of network objects at once by sending spawn message in parts
  • Fix crash when implementingINetworkSerializable in C#-only
  • Fix crash when updating GPU particle system without view buffers allocated
  • Fix crash when importing assets in Editor (race-condition from Content Importer thread)
  • Fix crash when using Visual Script runtime in async
  • Fix crash when generating project files with toolchain setup that fails
  • Fix crash on Vulkan when drawing shader without binding proper constant Buffer
  • Fix crash when creating empty particle emitter
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