1.8.6510
版本发布时间: 2024-03-30 04:54:42
FlaxEngine/FlaxEngine最新发布版本:1.8.6512.2(2024-05-23 05:27:25)
Blog post: https://flaxengine.com/blog/flax-1-8-released/
Release notes: https://docs.flaxengine.com/manual/release-notes/1_8/index.html
Discussion: https://forum.flaxengine.com/t/flax-engine-update-1-8-6510/1646
Changelog:
- Add red tint highlight for CPU profiler table entries based on event duration
- Add selecting actor spawned in the prefab window
- Add color box to
ColorTrackBall
- Add events tracing feature to Animated Model for animation playback insights
- Add displaying playback position of animation in Anim Graph window
- Add SourceState and DestinationState modes to State Machine interruption modes in Anim Graph
- Add new collection editing UI
- Add option to enable Depth Test on cloth painting debug preview (enabled by default)
- Add sub-groups expanded state restoring in Properties window
- Add directions to Slider control
- Add
IsValidIndex
to Array - Add Vehicle Physics Improvements (new options, tank vehicles)
- Add
Create parent for selected actors
context menu button - Add hiding Actor's Transform for
UIControl
Actor - Add RayCast utility to UI controls
- Add
MinCount
andMaxCount
toCollection
attribute - Add require script and actor attributes
- Add option to toggle focus game window on play inside context menu
- Add reload project menu button
- Add support for multiple physical materials in terrain - one for each painted layer
- Add
Material
toRayCastHit
for surface detection logic - Add API for runtime Terrain editing and expose Terrain patch and chunk to API
- Add support for structure and script types in
JsonAsset
- Add improved Visject context menu items search
- Add vertex snapping (gizmo with
V
key pressed) - Add support for importing material emissive and roughness from
fbx
file - Add support for using pointer in
MarshalAs
in scripting types - Add quick creation of scripts via
* Add script
button on Actor - Add
ScriptingEnum::ToStringFlags
for printing flag enums into readable text - Add font fallback for text rendering
- Add spline editing improvements
- Add focus selection lock input to scene tree window
- Add
SnapToGrid
to vectors - Add
NextUnitCircleVector2
extension method - Add the option to deselect all in Editor
- Add rubberband-style selection in a Content View
- Add the ability to quickly change window modes for the game window
- Add improved category drop panel to look similar to other panels in scripts adding popup
- Add parameter to change arrow cap size for Debug Draw
- Add
DrawAxisFromDirection
andDrawRay
withRay
structure for Debug Draw - Add
Actor.GetPrefabRoot()
- Add prefab link breaking to preserve nested prefabs links
- Add skipping showing and applying changes to prefab root actor transform via Level
- Add
activeOnly
parameter toLevel::GetActors
- Add parameter to finds only an active actor from the scenes
- Add breaking node connection under mouse with middle button click
- Add
MoveFileToRecycleBin
on Linux - Add support for VS 2022 v17.10 / MSVC 14.4x toolset
- Add check to prevent incorrect
NavCrowd::RemoveAgent
usage - Add clamping multiblend value to the range set
- Add partition mode and cascade spacing for Directional Light shadows
- Add saving docking state for custom editor windows
- Add Guid picker to support asset refs
- Add
AnimationRootMotionFlags
to configure root motion component extraction - Add
RootMotionMode
to support extracting root motion from animated skeleton pose center of mass - Add skeleton mask asset parameter to Blend With Mask anim node
- Add remaining clang options for Apple and Unix toolchains
- Add initial ASTC pixel format support
- Add ‘astc’ encoder lib
- Add
BehaviorTreeKnowledgeBooleanDecorator
- Add automatic last dangling separator removal in context menu
- Add better grid gizmo rendering in Editor viewport
- Add save input and undo redo in Editor Options
- Add support for animating
LocalizedString
value in Scene Animation - Add UI Control gizmo for editing UIs (in Prefab and Game windows)
- Add resizing UI Control via widgets
- Add cursor change and showing timeline edge duration when moving it
- Add
UI Widget
to new asset creation for quick UI setup - Add physical units support to input fields in Editor
- Add
InputAxis
andInputEvent
integration with stdlib features - Add manual chunks loading before Binary Asset load in case content streaming flushed them out
- Add changes to default post process settings
- Add focusing search bar in content view and output textbox
- Add normal logs for deps build subcommands
- Add support for storing custom platform tools data in Game Cooker cache
- Add auto focus to Editor Window when nothing clicked inside it
- Add initial support for Precompiled Header Files (PCH) in MSVC compilation
- Add support for building engine target as shared library on all platforms
- Add
Stopwatch
for accurate duration measuring - Add
OutputName
to Build Settings for game output exe/package renaming - Add better win32 resource file injection to be done during linker call
- Add printing stack trace even when not using log file
- Add better stack trace reporting in crashes when running on non-Windows platforms
- Add support for using Tracy profiler on Switch
- Add removing dotnet libs for iterative rebuilds when AOT cache gets cleared
- Add custom editor for buttons that allow listening for them inside the editor
- Add support for multiple
VisibleIf
attributes - Add hold arrow key in tree to continuously scroll actors
- Add drag drop for actor script items into scenes and prefabs
- Add ability to use custom file proxy in Editor plugin for file type
- Add an option to skip existing materials when reimporting
- Add
Start Time
option for Audio Source actor - Add support for manually dirtying objects that use
ReplicationFPS < 0
for manual-only replication - Add sanity check to prevent crashes when Animated Model has NaN in skeleton pose
- Add support for stencil buffer on Vulkan and D3D11/D3D12
- Add clickable parsing errors in build tool
- Optimize
Matrix
decomposition to useMatrix3x3
for rotation - Optimize render targets freeing on the start of the game
- Optimize UI Control serialization
- Update Nintendo Switch support to he latest .NET 8 with Mono SGen
- Update
dotnet
fork to the latest .NET8.0.1
- Refactor win32 exe icon updating
- Refactor
ThreadLocal
when running on hardware with more cores thanPLATFORM_THREADS_LIMIT
- Refactor UI Control actor active state mirroring in UI via
Visible
properties rather than unlinked from parent - Refactor UI Control linkage in the prefab previews to prevent bugs
- Refactor undo logic for actors reparenting in Editor
- Refactor Editor UI style for selection and drag drop interactions
- Refactor collider shape raycasting utilities to the
PhysicsColliderActor
class - Refactor
PhysicalMaterial
usage to utilizeJsonAssetReference
struct - Refactor 3D audio implementation in XAudio2 backend to match OpenAL
- Refactor Visject Surface attributes data storage to use
JsonSerializer
instead of deprecatedBinaryFormatter
- Refactor engine systems to use platform time seconds rather than date time
- Remove unused
SaveTime
/LoadTime
fromScene
- Remove unused 'PixelFormatExtensions::ComputeScanlineCount'
- Rename
Navigation.ProjectPoint
intoNavigation.FindClosestPoint
to have consistent API naming - Fix Animated Model slot animations clearing on start
- Fix fog to be usable for transparent materials (if enabled)
- Fix auto-docking windows on open when system DPI scale is not
1
- Fix missing asset update when dependant asset gets saved in Editor
- Fix
unlink
usag on Unix systems to properly use returned value - Fix PostFx Materials blending for duplicated entries
- Fix stopping slot animations and playing the same frame
- Fix unpacking
Variant
structure if input value is a scalar - Fix missing default value for new Visject method parameter if method uses Vector param
- Fix shader source code preview in editor
- Fix
FileSystem::CopyDirectory
not failing when source folder is missing - Fix mouse events handling over window title bar on Windows
- Fix
HeaderAttribute
usage with default values - Fix invalid log timing when log file is disabled in cooked build
- Fix unreliable RPC calls to silently drop if we failed to find an object
- Fix for editor view's cached
CameraNearPlaneValue
getting overwritten - Fix
Dropdown
panel to scale correctly - Fix
ContextMenu
short keys as needed to accommodate for scrollbar when visible - Fix combobox window position based on what direction it opens
- Fix
AlwaysShowScrollbars
to update visibility state of the scroll bars - Fix drop location of multiple nodes to be vertical in Visject
- Fix profiling hotkeys not working while profiler window is closed
- Fix GPU profiler event percentage calculation and * Add tint highlight to spot slow entries
- Fix opening projects with PostFx material assigned in Graphics Settings
- Fix Plugins Window layout in UI
- Fix Plugin Project creation when the user types in symbols
- Fix new asset naming to always validate filename
- Fix sprite atlas limit on
4096
- Fix invalid shader codegen when using
ddx
/ddy
in material vertex shader - Fix terrain painting when using multiple layers
- Fix issue with CharacterController initialization when using Center offset
- Fix copy/paste for UI brushes
- Fix UI Control selection bounds drawing to handle rotations
- Fix
NextUnitVector2
to properly produce a vector within a unit circle - Fix asset thumbnails refresh to support multi-selection
- Fix focusing editor camera on very large objects
- Fix duplicating array values in Editor
- Fix various Editor input shortcuts binding
- Fix Slider deserialization if value range is invalid
- Fix
Transform
diff serialization to properly handle prefab changes to a single component of transform - Fix model prefab issue with scaling and rotation
- Fix differences between Assimp and OpenFBX imports in units scaling
- Fix prefab transform on drag drop with parent
- Fix Missing Script replacing in prefab
- Fix for resetting local transform of newly created prefab child
- Fix nested prefabs instance building logic
- Fix creating prefab out of actor to reset local transform of it for better instancing
- Fix cloth editing undo in Prefab viewport
- Fix incorrect vehicle wheels collisions inside trigger volumes
- Fix editor inputs processing in Game window to interferer with game inputs
- Fix no available getter/setter node and item for private parameters in Visual Script
- Fix Temporal Anti Aliasing ghosting and improve quality of blending
- Fix marshaling custom type array to C# with
MarshalAs
used - Fix missing file error in
Content::GetAssetInfo
- Fix bug with saving Missing Script into file
- Fix transform scaling applying to nested objects when drawing
- Fix uninitialized value of
NetworkConfig::NetworkDriver
field - Fix networked objects dirtying for replication
- Fix bug in
NetworkReplicator::RemoveObject
- Fix C++ Intellisense not working with latest version of Rider
- Fix incorrect including editor modules in
Game.Build.cs
when git plugin pulling - Fix incorrect rigidbody rotation in
AddMovement
when using locked axis - Fix codegen skipping
if
and writingelse if
first - Fix codegen for nested enums
- Fix missing networked object ID resolving
- Fix
JsonAsset::GetInstance
to properly check base class - Fix problem with Procedural Texture Sample flicker if using scaled UVs
- Fix getting file access time for Apple, Android and Linux
- Fix
DateTime::GetDate
calculations - Fix render view panning when bug when no camera is active
- Fix Json serializer for CSharp data to use UTF-8 text encoding
- Fix editor exit with error code when game cooking CL fails
- Fix sorting directories in build tool
- Fix building macOS with the latest Vulkan SDK
- Fix anim graph debugging to include nodes path for nested graphs
- Fix root motion preview in animation window
- Fix invalid Visual Studio solution folder nesting
- Fix color grading issue with LUT texture used
- Fix spatial audio playback in OpenAL with Large Worlds enabled
- Fix terrain smoothing brush separation issue
- Fix going into windowed mode on Windows
- Fix
rpath
on Linux to handle plugins libraries loading in Editor - Fix error loggig in headless mode on platforms that use
char16
- Fix support for utf8 character in path on unix systems
- Fix deadlock when stack overflows in the Anim Graph update
- Fix timeline tracks dragging like recent improvements to tree UI
- Fix Bone Socket transform when Animated Model pose is not yet evaluated
- Fix error in Editor when Audio Clip duration is very small
- Fix vehicle center of mass rotation used in wheels setup
- Fix loading
BehaviorKnowledgeSelectorAny
from json object - Fix incorrect mouse cursor hiding on Windows when window is not focused
- Fix preserving actors hierarchy order when performing undo of actor removal
- Fix UI size changes when saving scenes or prefabs in Editor with different layout
- Fix UI coordinate convertion in
CanvasScaler
- Fix split dragging not working in some cases
- Fix carrot and selection height based on dpi scale to correctly scale with interface options
- Fix missing debug shapes in prefab window
- Fix loading shader cache when opened with different engine version
- Fix d3d12 warning on initial gpu buffer state
- Fix small GPU buffer update on Vulkan if data size align up overflows buffer size
- Fix potential issues with shader resources bindings when using custom post processing effect
- Fix TAA jitter in post-resolve passes such as editor primitives and debug gizmos
- Fix Z-fighting issues in Debug Draw when using TAA
- Fix bug in actors duplicate action due to incorrect actors list setup
- Fix snapping to the ground actor when viewport is not focused
- Fix drag and drop regression issue on tree UI
- Fix
Revert to Default
option when property is marked asReadOnly
- Fix timeline playback control buttons visibility during seeking-only mode
- Fix game ui inputs to UI when game is paused in Editor
- Fix
Mono.Cecil
error inNetworkingPlugin
when using external libraries - Fix duplicate generation of native variant conversion helpers
- Fix
PhysicsScene
change not working in physics actors - Fix crash when scene graph node gets somehow duplicated by internal error in Editor
- Fix crash in
StaticModel::GetMaterial
when model is not loaded or has invalid entries count - Fix crash on incorrect object destruction event
- Fix crash on invalid string converted to managed string
- Fix crash due to incorrect PhysX usage for vehicle setup
- Fix crash while moving simulation disabled kinematic actors
- Fix crash when adding physics scene with auto simulation
- Fix crash when setting maanaged structure data via
Variant
- Fix crash when storage file gets deleted due to missing ref from async thread which failed to load it
- Fix crash when finding actor or level with empty name text
- Fix crash when using multi-threaded objects spawn and caching scripting VTables
- Fix crash when replicating C# object with
NetworkReplicated
attribute on derived generic class - Fix crash when using degenerated triangle in Multi Blend 2D to properly sample animation
- Fix crash when loading level with abstract script class
- Fix crash when using generic interface in C#
- Fix crash when using network replication or rpc after hot-reload in Editor
- Fix crash when using invalid
GPUTextureDescription