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Releases: FlaxEngine/FlaxAPI
Releases · FlaxEngine/FlaxAPI
0.2.6165
Version 0.2.6165 - 26 August 2018
Contributors: klukule, stefnotch
- Add Nested Prefabs
- Add creating, editing and using prefab assets
- Add restoring prefab instance changes or per property value
- Applying prefab instance change to the prefab asset
- Add
PrefabManager(useSpawnPrefabto instantiate prefab) - Add prefab thumbnails rendering
- Add dedicated prefabs editing window
- Add
Editor.GetActorEditorBoxandEditor.GetActorSphere - Add
Vector3.Distance2DandVector3.Distance2DSquared - Add
Actor.ScriptsCountandActor.GetScript(int index) - Add
Actor.GetScriptInChildrenandActor.GetScriptsInChildren - Add
SceneRenderTask.FrameCount - Add Actors query methods to get child actors and scripts via C# type (except generic methods)
- Add
TextRender.UpdateLayoutto sync vertex buffer and bounds manually after modification - Add
Tangent VectorandBitangent Vectornode types to materials graph - Add lazy init for C# objects for Actors
- Add methods to Render2D to draw texture/sprite with point sampler(except of linear)
- Add support for volume render targets and render target arrays
- Add material parameter types: RenderTargetArray, RenderTargetCube and RenderTarget3D
- Add Pi node to material and anim graph
- Add C# API to clear per render target mip or array/depth slice
- Add C# API to render PostFx material to a texture mip or array/depth slice with configured viewport
- Add C# API for the render target surface views
- Add functionality to create a new node in Visject when creating a new connection
- Add support for sampling texture arrays and volume textures in materials
- Add showing texture mip map in editor window
- Add showing texture using point sampler in editor window
- Add showing mip, custom channels mask or changing filter for cube texture preview
- Add UseVSync option to Graphics Quality Window in Editor
- Add changing scene preview brightness per editor viewport
- Add support for custom sampling Cube Textures in materials
- Add sync for lightmap textures set streaming
- Add using mipmaps from lightmap
- Add using script folder location to namespace of the created script in Editor
- Add highlighting the mesh when dragging a material over it
- Add
Int2andInt3types to math library - Add
Decal.CreateVirtualMaterialInstanceutility function - Add F6 shortcut in Editor to pause/resume play in editor
- Add extension methods for random streams and collections utilities
- Add help buttons in editor with links to documentation
- Add logging inner exception via Debug
- Add
GraphicsDevice.NativePtr - Add more invalid characters filtering for renaming assets validation
- Add reference to Newtonsoft.Json library for game code scripts (Assembly and Assembly.Editor)
- Add throwing Null Reference exception when using deleted object
- Add selecting dockpanel tab in editor via drag and drop
- Initialize UIControl and UICanvas during Actor Init rather than BeginPlay event
- Refactor Scripts and Actors to be treated as unified Scene Objects by more Engine parts
- Refactor Scripts serialization in Scene files (inline Scripts in the scene objects collection and use ParentID for parent actor linkage)
- Rename
UIControl.AddChild<T>()toUIControl.AddChildControl<T>()to prevent overlapping with the Actor class method - Improve actors deserialization performance
- Improve baked lightmaps post processing to reduce artifacts
- Update Newtonsoft.Json to 11.0.2
- Use models instead of DebugDraw for TransformGizmo parts drawing
- Modify Render2D draw methods with alpha blending
- Optimize C# GUI
- Optimize Decals projection model complexity
- Optimize
Actor.Scriptsgetter if actor has no scripts - Optimize Scene Graph building in Editor
- Reduce memory allocations during rendering
- Improve content loading and streaming threads responsiveness
- Disable auto connecting in Visject
- Modify objects disposing service to collect more objects per frame if needed
- Rename
Actor.ChildCounttoActor.ChildrenCount - Fix AO Intensity serialization issue
- Fix crash related to model asset material slots count
- Fix lightmap mip maps generation
- Fix lightmap textures binding when streamed
- Fix TextRender bounds before transform update
- Fix FocalDistance deserialization issue
- Fixed a up/down arrow key bug in Visject context menu
- Fix crash when importing some FBX models
- Fix material instance parameters synchronization with base material
- Fix positioning spawned point and spot light in editor via drag and drop
- Fix rare NaN in Depth Of Field shader
- Fix various typos in documentation comments
- Fix various DirectX 12 rendering issues and support MSAA
- Fix high CPU usage by using Condition Variables by thread pool threads
- Fix various crashes for huge amount of tasks cancellations
- Fix textbox control transparency
- Fix crash when casting float4 to float in materials
- Fix lightmap texels filter to reduce negative coefficients and improve texels blurring
- Fix lightmap mipmaps generation and usage
- Fix typos
- Fix many bugs and crashes
0.1.6163
Version 0.1.6163 - 14 July 2018
Contributors: stefnotch, Sauler
- Add IndirectLightingIntensity parameter to lights and to the scene setting (global)
- Add
ModelActor.HiddenShadowfor rendering only model shadow - Add
ModelActor.BoundsScalefor scale its bounds - Add
Bordercontrol - Add
BlurPanelfor blurring GUI background with Gaussian blur - Add GUI material preview in Editor
- Add
Mesh.UpdateTriangles - Add
ShowInEditorattribute to display object private fields/properties in editor - Add more styling options to GUI controls
- Add
SolidColorBrush,LinearGradientBrushandMaterialBrush - Add support for rendering text in GUI with a custom material
- Add support for masking GUI materials
- Add CSG.Model to Scene for CSG geometry rendering (exposed)
- Add events
Collider.TriggerEnterandCollider.TriggerExit - Add renaming selected actor with
F2key (via scene tree) - Add arrow Keys & Enter to choose an autocomplete suggestion in Visject
- Add alternative names for nodes (
*for multiply,+for add, etc.) in Visject - Add auto connecting selected nodes in Visject when new node is added
- Add adding new Visject nodes to selection
- Rename
IImageSourcetoIBrush(and related symbols) - Remove
ViewFlags.CSG - Move
Tree,TreeNode,ContextMenu,ComboBox, andValueBoxcontrol types to Editor assembly - Fix sampling directional light shadow map cascades for volumetric fog scattering
- Fix texture mip data downloading
- Fix focus in Visject on node creation
- Fix Debug Window messages count button size
- Fix expanding tree nodes in some cases
- Fix for missing reference in FlaxObjectRefEditor
- Fix World Position sampling in GUI material types
- Fix control location constraint for Anchor Style set to Center
- Fix main thread stall when loading scene in async
- Fix crash when renaming actor during scripts reload
- Minor fixes
0.1.6162
0.1.6161
Version 0.1.6161 - 1 July 2018
- Added support for importing
.hdrfiles - Added support for exporting assets in Editor (textures, sprite atlases, cube textures, audio clips, models and skinned models)
- Added support for virtual texture assets (with updating from code)
- Added support for saving textures to file (in Editor)
- Added API to get texture mip data
- Added more C# API for creating models with custom LODs from code
- Added support for virtual skinned models creating from code
- Added support for updating skinned model properties at runtime
- Added support for editing material slots collection for Model/SkinnedModel
- Added support for saving Model/SkinnedModel to other asset and saving generated geometry to the file (in Editor)
- Added support for downloading vertex and index buffers data from the Mesh/SkinnedMesh (from GPU or from memory/drive)
- Added
Mesh.HasVertexColors,Mesh.HasLightmapUVsandMesh.IndexBufferFormat - Added
Int4type - Added
DebugDraw.DrawArrow - Added support for uploading mesh data from the other threads
- Added
MessageBox.BrowseFolderDialog - Added
AllowUnsafeCodefor projects template - Added drawing arrow with selected directional/spot light direction in Editor
- Fix node values types for Surface copy paste
- Fix project regenerate on script change
- Fix import file dialog list
0.1.6160
Version 0.1.6160 - 27 June 2018
- Added UICanvas and UIControl actor types for building Game UI systems
- Added texture import option Flip Y
- Added support for global custom PostFx applied to all game scene viewports
- Added using position snapping when spawning the object via drag and drop
- Added C# API to get GPU memory usage and dump resources info to log
- Added
RenderBuffers.DepthBufferto be accessed from the C# API - Added new attribute
VisibleIfto show/hide properties in editor based on object state - Added creating mesh from code with 16bit index buffer
- Added new PostFx Material rendering location:
BeforeReflectionsPass, can be used to implement custom light types and extend the shading pipeline - Added
PostProcessEffect.Locationthat specifies location during frame rendering when to execute the custom postFx - Added
PostProcessEffect.UseSingleTargetthat allows to render graphics in additive mode to the input texture (can be used to optimize game performance) - Added
PostProcessEffect.Orderthat allows to sort the effects - Added new PostFx location
AfterAntiAliasingPassfor PostFx Materials and Custom PostFx, can be used to perform rendering after full-screen AA filter - Added more C# API for the scenes management
- Added helper API for scene assets referencing
- Added events
Collider.CollisionEnterandCollider.CollisionExit - Added
Camera.ConvertMouseToRay - Added dedicated editors for primitive types: double, long, ulong, byte, sbyte, short, ushort, uint and char
- Added dedicated editor for Guid type
- Added
Actor.AddChild<T> - Added
ExpandGroupsAttributeto help with editor UI rule creating - Added showing material slot name in selected ModelActor/AnimatedModel entries list
- Added showing tooltips for Scripts (use TooltipAttribute on a script class)
- Added showing tooltips for inlined groups in editor
- Added ability to create object in editor for null reference in script
- Support importing
.ddsfiles as a single texture (not only cube texture) - Change default editor font to Roboto (bigger characters set)
- Improve materiał instances performance
- Implement proper GUI serialization and editing (via attributes)
- Improve GPU memory usage efficiency (better render targets sharing)
- Improve reflections specular occlusion
- Increase sun shadow maps resolution for quality level Medium
- General GUI refactoring and improvements
- Reduce dynamic memory allocations during rendering
- Remove
Control.Name - Remove
LHpostfix from math functions - Remove
CharacterController.Velocitysetter (not supported by PhysX), getter still works - Refactor editor asset picker
- Refactor Flax GUI library controls to be more usable in games
- Move Editor-only GUI controls to FlaxEditor assembly
- Change default Editor update rate to 60FPS
- Optimize collision events sending (less memory allocations)
- Optimize memory allocations during rendering
- Optimize
Render2D.DrawTextmemory allocations - Change default Contact Offset for the Colliders to 10
- Change scene tree node double click to start rename it (not focus on actor)
- Change
EnvironmentProbe.AutoUpdateto be disabled by default - Fix fog blending mode (can can be black now)
- Fix transforming meshes to root node when importing animated models
- Fix applying scale on imported model if any mesh has additional transformation
- Fix rare crashes when baking the collision mesh data
- Fix Parallax Occlusion mapping ignores custom UVs
- Fix duplicated content item when selecting with shift
- Fix auto-detecting workspace modification for scripts recompilation
- Fix
PostFxVolumeblending with blend radius set to 0 - Fix issue with material instance params not syncing layout in builded game
- Fix Get Parameter node width based on param name
- Fix crash when disabling script without a parent actor (eg. created from code)
- Fix crash when using parameter getter spawned with Visject context menu
- Fix recording immediate undo action after using Color Picker
- Fix scale gizmo snapping
- Fix alpha blended GUI rendering
- Fix AnchorStyle update for Center mode
- Minor fixes
0.1.6158
Version 0.1.6158 - 9 June 2018
- Added BoneSocket.UseScale
- Added showing
No cameratext in game window when no enabled cameras - Implement all
Control.AnchorTypeslogic - Fix crash on material compilation error
- Fix project shaders database caching to use also materials format version
- Fix crash when searching for
CustomEditorAttribute - Fix deadlock when compiling 20 or more layered materials at once (recursive layers)
- Fix crash when using PostFx with not used parameters
- Fix typo in Mask Z node
0.1.6157
Version 0.1.6157 - 7 June 2018
- Added Editor Options
- Added scroll bar to tabs menu in Toolbox window
- Added live preview for the color picker
- Added caching expanded actor nodes in Scene Tree
- Added
Font.Assetto get font object parent asset - Added new event
Scripting.Exitto handle engine closing - Added calling Start function if Script is enabled for the first time from code at runtime
- Added support for Matrix parameter type for Materials
- Added dedicated MatrixEditor
- Added Depth node to Materials (linear distance of the pixel/vertex to the camera)
- Added Mask nodes to Material/AnimGraph to get swizzle values like X,Y or XY, ZW
- Added dragging the Material/AnimGraph parameter into the surface
- Added creating Material Instance from Material in Content Window
- Added spawning surface parameters getter node via context menu
- Added showing scene filename on a Scene Tree node name
- Rotate decal actor in Material Preview (easier to use on Plane model)
- Support importing TIFF files with extension
.tif - Improve Material/AnimGraph parameter renaming with left mouse double click
- Improve selecting actors in editor (don’t pick colliders if Physics Debug mode is off)
- Improve texture format auto-detection
- Improve gizmo and camera usage with Alt to orbit and move objects
- Improve internal C++ calls to prevent crashes in invalid object usage cases
- Improve C# assemblies debug symbols loading (don’t use pdb2mdb tool)
- Improve editor status strip message to use the editor state messages
- Improve filtering property name labels (cut common prefixes, share memory)
- Improve GPU and I/O async tasks cleanup and cancellation on exit
- Fix crash for Copy Bone if skeleton has only a single bone
- Fix crash when sampling material pixel shader surface properties in vertex shader
- Fix importing 1x1 texture with mipmaps generation turned on
- Fix crash when reimporting binary asset to the different type
- Fix crash when spawning in editor model with more than 300 meshes
- Fix drawing gizmos, editor primitives and debug shapes in debug render modes
- Fix setting scene modified flax on actor spawn
- Fix rare errors when reimporting the asset
- Fix
Camera.Viewportproperty (invalid size) - Fix removing tag from the actor
- Fix minor memory leaks
- Fix crash for empty PostFx/GUI material which is not using constant buffer
0.1.6156
Version 0.1.6156 - 1 June 2018
Contributors: klukule
- Added Decals support
- Added C# 7.2 support
- Upgrade to Mono 5.12
- Added SGen for C# Garbage Collection (multi-threaded GC)
- Added support for catching StackOverflowException
- Added Decal actor
- Added Material types: Decal and GUI
- Added selecting the material preview mesh (cube, sphere, plane, cylinder or cone)
- Added
atan2function to materials - Improve initial asset registry building (faster files discovery)
- Improve managed objects performance (don't pin persistent managed objects)
- Optimize scenes reload on scripts reload (keep data cached in memory)
- Optimize draw calls sorting performance (for 2k+ draw calls)
- Support
Position Offsetin layered materials - Support sampling material layer that is using material layer input
- Support copy/paste files and folders in the Content Window
- Support calling Update/LateUpdate/FixedUpdate in editor for scripts marked with ExecuteInEditModeAttribute
- Improve materials compilation
- Optimize DirectX 11 backend state changes
- Swap Roughness with AO in GBuffer
- Use
CreateDXGIFactory1on DirectX 11 backend (min Win7 support) - Added scripts define
FLAX_X_Y_Zfor scripting to include patches - Added tooltip to Visject Surface graph nodes with the node type
- Added C# API to copy folders and files with a system clipboard
- Fix Combobox text clipping
- Fix Character Controller collisions filter
- Fix many crashes on scripts reload in editor
- Fix C# various internal structures serialization
- Fix scriptis builder events sending
- Stability improvements related to meshes rendering
- Minor fixes