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Update 1.7.6404
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
- Add
MeshReferencetoModelInstanceActorfor easy mesh referencing and its data access interface - Add
MeshDeformationutility for generic meshes vertices morphing (eg. via Blend Shapes or Cloth) - Add
NvClothdependency - Add copy/move ctor/operator to
Delegate - Add
NavMeshRuntimeto scripting api - Add
MoveTowardsto Vector3 - Addstencil buffer support to
GPUPipelineState - Add
GPUContext::SetStencilRefto stencil reference value - Add
DebugDraw::DrawLinewith separate start/end colors - Add
RenderTools::CalculateTangentFrameutility - Add
ReadOnlytoCustomEditorPresenter - Add
Variant::AsStructure()to comparision operator betweenVariantTypeandScriptingTypeHandle - Add
SerializableScriptingObjectfor easier serialization of scripting objects in gameplay or content - Add
IPresenterOwnerto editor Custom Editor for more context and advanced interactions - Add
GroupArchetypeto Visject nodes spawn query check - Add
SealedNodesfeature to Visject Surface nodes - Add
SurfaceNodeActionsfor more contextual surface nodes scripting - Add
OnPastedto 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
- Add
AImodule to engine - AddBehavior Trees editing and simulation
- Add
BehaviorKnowledgeSelectorfor Behavior Knowledge unified data access - Add
GetDebugInfoto 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
- Add
HasDepthClipto GPU Device limits - Add
foreachloop support toSpantype - Add checking for
Altkey pressed to expand/collapse all actors in hierarchy - Add
IsDebuggerPresentfor macOS and iOS platforms - Add better viewport camera settings and control
- Add
GetHashto Vector types - Add support for using
Revisionnumber in projects version - Add support for runtime running on GPU without Compute Shaders support
- Add logging any XAudio2 backed errors
- Add
Spacebarto 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 with
Shift + 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
- Add
SubAssetFolderto 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)
- Add
View Layersoptions and Reset/Disable/Copy/Paste buttons editor viewport options - Add
RenderFlagsandRenderViewtoCameraactor properties - Add tooltips to move with the mouse cursor
- Add automatic module creation via Content window context menu (in game
Sourcefolder) - Add using text
Show in Finderon macOS in Editor - Add button to position camera to editor viewport view
- Add showing only collision wireframe in
CollisionDataWindow - Add Main Window to C# through
Screenclass - Add
SmoothDampforVector2andVector3 - Add
BaseLinesGapScaleconfigurable forLabel - Add improved mouse wheel scrolling behavior in UI
- Add handling double clicking in
CheckBox,Button,DropdownandDropPanelcontrols - Add theoption to import materials for a model as instances of another material in the project
- Add support for importing embedded textures via
Assimpimporter - 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 to
InputEventandAxisChangedevent toInputAxis - Add
SelectionChangedpublic event forVisjectSurfaceand properly invoke it only when selection actually changes - Add ignoring types with
CompilerGeneratedAttributein Editor - Add
ScriptingTypeto msvc natvis - Add
GetCollidersutility toRigidBody - Add allow using
CustomValueContaineras readonly if setter action isnull - Add
MarshalAstag to API structs/classes for custom marshaling via implicit casting - Add
internalaccess level to Scripting API members (field, properties and functions) - Add support for accessing scripting properties via
ManagedBinaryModulefields API - Add double-reference support for scripting function parameters to move value
- Add
Random::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 quick
Cook&Runbutton, Play in Editor actions, and customizable number of players setting - Add locked focus to Editor (
Shift+F) - Add a generic version of
AssetReferenceAttribute - Add
NetworkReplicator::ResolveForeignObject - Add
Object::DeleteObjectNowasObject.DestroyNowin scripting - Add
ModelInstanceActor::GetMaterialto get actual material used to render certain entries - Add
ModelInstanceActor::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
- Add
paramstag toAPI_PARAMfor C# variadic parameters support - Add user defined analyzers/source generators support in
Flax.Build - Add build option to change code optimization level in C# modules
- Add default C# code optimization in Editor development builds
- Add
sealedtag 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
- Add
HasBorderoption toButtoncontrol - 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_Storefiles in Content on macOS - Add
FileSystemWatcherfor 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 an
IBrushto null for default functionality in Editor - Add
MethodandOrigintoProgressBarfor 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
- Add
InputEventandInputAxiseditors with pickers - Add
InputEventforUICanvasnavigation 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 editing
WheeledVehiclewheels config at runtime without full physics state rebuild - Add support for editing
WheeledVehicleengine/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)
- Add
DebugDraw::DrawRayfunction - Add
WindowBase::Resizeddelegate - 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 missing
Particle Scalegetter node to Particle Emitter graph - Add bigger size of clamp node to handle vector4 in Visject surface editor
- Add
PCM(GJK-based distance collision detection system) to PhysX - Add
SolverTypeandBroadPhaseTypeto Physics Settings for simulation configuration - Add ability to choose sloppy mesh simplification or not in model import settings for LODs (better quality Auto-LOD)
- Add
ObjectRadiustoDrawCallto 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 better
hostfxrerror 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 of
xdg-opento open file manager on Linux - Add support for displaying all active Network Peer stats in Editor Profiler tab
- Add
android_native_app_glue.hto be included in engine package - Optimize
UnwindRadiansandUnwindDegreesfrom C# math lib - Optimize
MClass::GetMethodmethod iteration - Optimize C#
UnboxValueperformance, safety and memory usage - Optimize C# method invokers return value marshalling
- Optimize C#
MakeArrayTyperesults in native interop methods - Optimize actor pasting performance with huge amount of actors
- Optimize
ManagedDictionarytypes and helper methods - Optimize
Delegateto use mutex and hash table over atomic operations for events binding - Optimize
PhysXcollision event handling andonContactcallback - Optimize
CultureInfoEditorandTagEditorperformance when searching entries by text - Optimize various rendering stages to skip loading shader when effect is disables
- Optimizescenes loading with Job System
- Optimize
ScriptingObjectmanaged initialization and marshalling - Optimize values marshallers and type storage for managed scripting
- Optimize updating scripts tick arrays
- Update
recastnavigationlib to1.6 - Update CSharp script template to use non-indented namespace
- Update custom
pugixmlchanges topugixml_extra - Change
Debugto be static - Changed
Input.ActionTriggeredevent to pass aditionallInputActionStatevalue - Change default dead zone in mouse axis input to
0(in Flax Samples) - Disable assertions in
Releasebuild mode - Rename
GPUPipelineState::Description::PrimitiveTopologyTypetoPrimitiveTopology - Remove unused
TIsArithmetic - Refactor vertex shaders to use
GPUShaderProgramVS::InputElementfor input layout data - Refactor
FileMode,FileAccess,FileShareenums 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
- Refactor
ManagedHandlePool - Refactor scripts
OnDestroylocation to be called before actor'sOnEndPlayto prevent issues in scripting - Refactor splash screen quotes
- Refactor
std::functionusage intoFunctioninsideArrayExtensions - Refactor audio clip import settings to use auto-generated bindings via
AudioTool - Refactor how macOS launches processes to use ‘NSTask’ which just deals with escaped and unescaped paths better
- Fix doc comments in
UnwindRadiansandUnwindDegreesfrom 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 incorrect
Transform Position To Screen UVin 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
- Fix
DrawSceneDepthto properly draw scene objects when custom actors list is empty - Fix
API_INJECT_CODEinjecting duplicated code - Fix navigation rebuilding during
OnEnable/OnStart - Fix some actor assets into soft checks
- Fix Editor UI when one of the properties panel throws exceptions
- Fix
Labelto draw text under children - Fix log spam from
TypeEditorif type is missing - Fix opening FlaxEditor window in Linux after launch project second time
- Fix error when scripting structure uses
StringAnsifield - Fix missing
Varianttypename for Object or Asset value to properly pass type checks - Fix managed assembly unloading and scripting ALC reinitialization for native libraries usage
- Fix
ManagedArrayC# 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 use
PrefabObjectIDwhen 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
- Fix
UnitsToTextto properly print string with 2 decimal places - Fix deserializing vector types in Editor from
ToStringFormatException - Fix
Random Rangenodes in CPU particles/script graphs when usingint - Fix to stop replication if
NetworkManager::NetworkFPSis less than 0 - Fix building for Android with the latest Java version (update to Gradle
8.3) - Fix
AbstractWrapperfrom showing in new AnimEvent context menu - Fix missing C# static fields in native scripting api
- Fix visibility of some internal
NativeInteropmethods for game bindings - Fix prefab apply bug when one of the prefabs in project is broken
- Fix wheel vehicle drive when
EnableSimulationis disabled - Fix
WheeledVehicledriving inDrive4Wmode 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 is
nullinitially - 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)
- Fix
DictionaryandHashSetiterators to prevent unwanted data copies - Fix
ShaderGraphValuefloating 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
- Fix
EditorModulesin 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 typing
DELcharacter 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 the
Debug.Logline in the Debug Log window - Fix error when model is missing in Editor for prefab editor
- Fix
iphonesdkis 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 of
MSBuild - Fix missing
Variantmarshalling for scripting structures bindings - Fix non-windows platforms
csprojfiles - Fix error when loading project on non-ASCII path
- Fix editor window closing when using camera flight
- Fix
Actor.RotateAroundto 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 using
DefaultFrameRatefor 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 in
FlaxEngine.Objects - Fix IES profile light computation formula
- Fix
Tagdeserialization in cooked game - Fix spatial audio playback when clip is set after the audio source was enabled
- Fix
AudioCliploading 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)
- Fix
AssetsCacheto 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
- Fix
NavCrowdto 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 with
XAudio2backend (Windows and Xbox) - Fix color picker on Linux
- Fix deadlock in
Foliage::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
- Fix
HandleObjectDeserializationErrorto 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
- Fix
GetVirtualDesktopBoundsfor Linux - Fix double-click on Linux to use maximum distance between clicks
- Fix
Cannot find compatible metal driveron macOS due to the newest Vulkan SDK regression - Fix C#-only game projects to reference
precompiled DLLsinstead 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 2022
17.7 - Fix compilation error due to exposed public
CommonValueinclusion - Fix missing Visject CM groups auto-expanding if enabled
- Fix missing C++ standard version in VC++ projects intellisense options
- Fix
WindowsPlatform::LoadLibraryto 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 using
Vector3soft 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 in
Variant - Fix crash on terrain export in Editor
- Fix crash when window gets removed during windows update loop
- Fix crash with
XAudio2backend when source is playing - Fix crash if
OpenALinternal device name is all whitespaces - Fix crash when unboxing managed structure with refs into
Variant - Fix crash when boxing native array to managed value
- Fix crash when copying and pasting in same folder as clone
- Fix crash when toggling
WheeledVehicleactive 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.Dispatchdue to GC collecting Delegate object - Fix crash when importing model with materials and
Split Objectsenabled - 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 implementing
INetworkSerializablein 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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