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Releases: FlaxEngine/FlaxAPI

0.2.6165

26 Aug 18:22

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0.2.6165 Pre-release
Pre-release

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 (use SpawnPrefab to instantiate prefab)
  • Add prefab thumbnails rendering
  • Add dedicated prefabs editing window
  • Add Editor.GetActorEditorBox and Editor.GetActorSphere
  • Add Vector3.Distance2D and Vector3.Distance2DSquared
  • Add Actor.ScriptsCount and Actor.GetScript(int index)
  • Add Actor.GetScriptInChildren and Actor.GetScriptsInChildren
  • Add SceneRenderTask.FrameCount
  • Add Actors query methods to get child actors and scripts via C# type (except generic methods)
  • Add TextRender.UpdateLayout to sync vertex buffer and bounds manually after modification
  • Add Tangent Vector and Bitangent Vector node 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 Int2 and Int3 types to math library
  • Add Decal.CreateVirtualMaterialInstance utility 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>() to UIControl.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.Scripts getter 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.ChildCount to Actor.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

23 Aug 15:47

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0.1.6163 Pre-release
Pre-release

Version 0.1.6163 - 14 July 2018

Contributors: stefnotch, Sauler

  • Add IndirectLightingIntensity parameter to lights and to the scene setting (global)
  • Add ModelActor.HiddenShadow for rendering only model shadow
  • Add ModelActor.BoundsScale for scale its bounds
  • Add Border control
  • Add BlurPanel for blurring GUI background with Gaussian blur
  • Add GUI material preview in Editor
  • Add Mesh.UpdateTriangles
  • Add ShowInEditor attribute to display object private fields/properties in editor
  • Add more styling options to GUI controls
  • Add SolidColorBrush, LinearGradientBrush and MaterialBrush
  • 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.TriggerEnter and Collider.TriggerExit
  • Add renaming selected actor with F2 key (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 IImageSource to IBrush (and related symbols)
  • Remove ViewFlags.CSG
  • Move Tree, TreeNode, ContextMenu, ComboBox, and ValueBox control 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

23 Aug 15:46

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0.1.6162 Pre-release
Pre-release

Version 0.1.6162 - 2 July 2018

  • Add support for DirectX profile events
  • Fix rendering on Intel GPUs
  • Fix dynamic models bounds updating
  • Fix various memory leaks
  • Fix VerticalPanel layout

0.1.6161

23 Aug 15:46

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0.1.6161 Pre-release
Pre-release

Version 0.1.6161 - 1 July 2018

  • Added support for importing .hdr files
  • 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.HasLightmapUVs and Mesh.IndexBufferFormat
  • Added Int4 type
  • Added DebugDraw.DrawArrow
  • Added support for uploading mesh data from the other threads
  • Added MessageBox.BrowseFolderDialog
  • Added AllowUnsafeCode for 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

23 Aug 15:45

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0.1.6160 Pre-release
Pre-release

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.DepthBuffer to be accessed from the C# API
  • Added new attribute VisibleIf to 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.Location that specifies location during frame rendering when to execute the custom postFx
  • Added PostProcessEffect.UseSingleTarget that allows to render graphics in additive mode to the input texture (can be used to optimize game performance)
  • Added PostProcessEffect.Order that allows to sort the effects
  • Added new PostFx location AfterAntiAliasingPass for 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.CollisionEnter and Collider.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 ExpandGroupsAttribute to 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 .dds files 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 LH postfix from math functions
  • Remove CharacterController.Velocity setter (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.DrawText memory 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.AutoUpdate to 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 PostFxVolume blending 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

23 Aug 15:44

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0.1.6158 Pre-release
Pre-release

Version 0.1.6158 - 9 June 2018

  • Added BoneSocket.UseScale
  • Added showing No camera text in game window when no enabled cameras
  • Implement all Control.AnchorTypes logic
  • 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

23 Aug 15:43

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0.1.6157 Pre-release
Pre-release

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.Asset to get font object parent asset
  • Added new event Scripting.Exit to 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.Viewport property (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

23 Aug 15:42

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0.1.6156 Pre-release
Pre-release

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 atan2 function 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 Offset in 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 CreateDXGIFactory1 on DirectX 11 backend (min Win7 support)
  • Added scripts define FLAX_X_Y_Z for 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