1.4.6334
版本发布时间: 2022-09-08 01:41:39
FlaxEngine/FlaxEngine最新发布版本:1.8.6512.2(2024-05-23 05:27:25)
Discussion: https://forum.flaxengine.com/t/flax-engine-update-1-4-6334/811
Changelog:
- Add Dynamic Diffuse Global Illumination with real-time irradiance probes
- Add
JobSystem.Execute
utility for quick jobs running - Add Global Sign Distance Field rendering
- Add Distance to box/point for Bounding Box
- Add
LineHitBox
toCollisions.hlsl
- Add flip presentation mode and tearing support to D3D11
- Add
MeshAccelerationStructure
utility for robust triangles geometry queries - Add more utilities for using
Matrix3x3
- Add
IsSingleFrame
toRenderView
for thumbnails/pre-render views drawing without temporal effects and LOD transitions - Add
DynamicStructuredBuffer
andDynamicTypesBuffer
utilities - Add automatic group panels hiding if all properties are hidden by
VisibleIf
rule - Add utilities for Model SDF generation (on import, in editor window, or batch for all models on a scene)
- Add Sample Global SDF node to materials and particles
- Add
Collision (Global SDF)
particle module - Add
Conform to Global SDF
module to GPU particles - Add
Position (Global SDF)
module to GPU particles - Add utility
Copy
option for various labels in assets editors - Add
ISceneRenderingListener
for using scene information in the renderer cache - Add utility to editor CodeDocs for tooltips from C# types and members
- Add
CustomBuffers
for injecting custom state intoRenderBuffers
- Add support for implicit casting from Quaternion to other types in shaders
- Add
Rotate Vector
node to Visject Surface graphs - Add Screen Space Reflections for transparent materials
- Add
Array Add Unique
node to Visual Scripting - Add support for sampling Scene Color in transparent materials (forward pass)
- Add keyboard key navigation to Content View based on items name first character
- Add
JsonAsset.Instance
for C# asset object - Add
Delegate::BindUnique
- Add Dictionaries to Visual Scripting
- Add support for array of Visual Script objects
- Add support for
constexpr
fields in Scripting API - Add World Triplanar Texture node to materials
- Add playback speed option for Scene Animation rendering
- Add Smoothstep and Step material nodes
- Add preserving existing value of the Visual Script parameter when changing its type
- Add
View Size
node for GUI materials - Add additive scene opening in Editor via drag&drop into Scene Tree window
- Add
Custom Global Code
node to materials for injecting custom code, includes or constants - Add
loopCount
toPlaySlotAnimation
for looping slot animation - Add
Color.FromRGBA
- Add confirmation dialog for Scenes Data building in Editor toolbar (prevent misclicks)
- Add cursor clipping (for RTS, MOBA games)
- Add
Double2
,Double3
,Double4
to C# scripting API - Add Large Worlds support for 64-bit world coordinates (enable
UseLargeWorlds
in custom engine build) - Add relative-to-camera rendering for large worlds
- Add support for the latest Windows 11 SDK (22H2)
- Add support for Physics Scene origin shifting
- Add support for Double2/3/4 for native storage in
Variant
- Add custom floats formatting to prevent scientific notation
- Add selectable Environment Probes resolution (in Graphics Settings or per-probe)
- Add support for dispatching jobs within jobs in JobSystem
- Add Transparent Lighting Modes for material with option to use non-directional shading
- Add Global Illumination sampling option to transparent materials (eg. particles)
- Add utility buttons to check/uncheck all Material Instance parameters overrides in Editor window
- Add separate GBuffer view modes in Editor viewport widget
- Add real-time environment probes support
- Add support for baking env probes in cooked game
- Add new trace mode to Screen Space Reflections for DDGI Scene tracing
- Add showing model screen size in the Model Preview
- Add editor camera speed up for gamepad right trigger
- Add
GamepadDPadX
/GamepadDPadY
input axes for gamepad DPad - Add
Engine.FocusGameViewport
to implement game menu with camera focus gather - Add HTML tags processing in Rich Text Box
- Add
HtmlParser
to engine utilities (with unit tests for it) - Add option to disable text clipping in text boxes
- Add option to disable selecting text in text box
- Add utility for parsing Color from text (hex or named color)
- Add
Content.GetEditorAssetPath
- Add
EditorPlugin.DeinitializeEditor
to properly cleanup Editor extensions on exit - Add support for generic types in Scripting API with
Template
flag - Add waiting for model to be loaded in
SetMaterial
- Add
NavCrowd
for navigation steering behaviors system for a group of agents - Add support for renaming GPU resources (development builds only)
- Add new
API_TYPEDEF
metadata for Scripting API types instantiation (withAlias
option) - Add
FLAX_BUILD_BINDINGS
define for Scripting API parser to be used if needed - Add various improvements for C# math library
- Add Content Search window to searching Visual Scripts and other assets
- Add
Find references
utility for graph parameters and methods - Add public events for Editor play mode flow
- Add setting timer resolution to lowest possible value in all Windows systems
- Add support for main view information in Surface materials during subpass rendering (eg. shadow depth)
- Add support for font size and color in
Header
attribute - Add
TypeReference
attribute to actors/scripts searching utilities for easier type picking in Visual Script - Add support for setting C++ version for build module compilation
- Add Nested Animations for compositing animation clips
- Add new Noise library for C++/C#/VisualScript/HLSL utilities
- Add
Default
auto-generated member to scripting structures and improve deserialization - Add
UseAlpha
toRenderBuffers
for pass-though renderer with alpha channel - Add late initialization to Content Finder tool in Editor
- Add support for virtual Prefab assets created from code
- Add GPU Dispatch calls in GPU profiler draw calls collumn
- Add batching undo actions for Surface editing to prevent undo actions spam during a single edit
- Add missing pipeline barriers after Dispatch on Vulkan to prevent race conditions with UAVs
- Add support for using mipmaps with 3D textures
- Add support for in-built color constants in Visject (eg. red/blue/violet)
- Add drawing
RenderList
if it was not batched/sorted - Add
Actor::GetOrAddChild
to C++ - Add auto-selecting new item created in Content window
- Add shader getter to
IMaterial
interface - Add shader reloading on header file edit for shaders with compilation errors
- Add support for Volume textures to have residency changed as regular textures
- Add events for streamable resources residency changes tracking
- Optimize empty comments parsing in Scripting API
- Optimize ProbesFilter shader
- Expose
IsDuringPlay
property for actors and scripts to use in scripting - Improve
StaticModel
to register for Scene Rendering once the model has any LOD streamed-in - Improve initial name for static model collision data asset
- Improve properties display (group all parameters from the same group together)
- Improve JetBrains Rider installation detection
- Improve Linux source code editor detection (Rider and VSCode)
- Improve property names displayed in UI
- Change search boxes in Editor to stick to the top of the panel
- Update to .Net Framework 4.5.2
- Update DirectXShaderCompiler to version 1.7 (July 2022)
- Move
Actor.DestroyChildren
to C++ - Remove disabling temporal reprojection from Volumetric Fog
- Remove
FlaxException
- Remove warning on missing initial entry state for Anim Graph state machine
- Refactor model Import Options to display only relevant properties for asset Type
- Refactor
PhysicsActor
intoRigidbody
(useIPhysicsActor
interface manually) - Refactor
HashSet
to support custom allocator - Refactor
API_INJECT_CPP_CODE
intoAPI_INJECT_CODE
to support code injection in other languages - Refactor Visject reroute node to support reconnecting and have more usability
- Refactor scene objects initialization to call
OnAwake
before allOnStart
- Refactor engine to support double-precision vectors
- Refactor
OrientedBoundingBox
to useTransform
for transformation instead ofMatrix
(for large worlds) - Refactor
FlaxTests
to run as Editor with all engine services initialized - Format engine codebase with ReSharper
- Fix
Lightmap UVs Source
not working in model import options - Fix for macOS dylib path
- Fix text box not consuming key down event causing editor shortcuts to activate when typing
- Fix preserving Alpha channel when changing color with Value slider
- Fix Android build with NDK 25
- Fix editor options startup to not log error on a missing file
- Fix for faster models exporting
- Fix opening and editing animation with missing Anim Events
- Fix
Vector2
equality comparison - Fix sampling Curves with keyframes that have negative time value
- Fix displaying multiple structure parameters in Visject Surface parameters panel
- Fix opening material or particle emitter in editor if shader compilation fails
- Fix picking to properly select closest triangle for meshes
- Fix Directional Light color alpha in Sky atmosphere color
- Fix CSM split point when using 3 cascades
- Fix
TextureBrush
to return valid size if texture is not yet loaded - Fix editor viewport capturing mouse if window is not foreground
- Fix looping streamable audio clips with multiple chunks
- Fix enum operators to be
constexpr
- Fix game ticking in editor during cut-scene rendering at edit time
- Fix
Ctrl+S
in timeline view to not split the camera shot media - Fix debug name for DirectX resources
- Fix Surface parameter attributes editor popup location
- Fix Constant Buffer binding on D3D12 when using Graphics after Compute pass with the same constants
- Fix the Depth Of Field to be consistent no matter the resolution
- Fix borders sampling in Depth Of Field to reduce leaking artifacts on screen edges
- Fix editor error when selecting foliage type
- Fix
FlaxStorage
refs counting to be atomic - Fix pasting/duplicating nodes in Visject to call spawn event
- Fix error when loading surface from not yet loaded asset
- Fix drag&drop into Scene Tree if move goes over valid drop target first
- Fix wrong timestamps in C# profiler events
- Fix copy pasting multi-line text into a single-line textbox
- Fix removing Gameplay Globals
- Fix Multi Blend 2D node if all blend points are on the same line
- Fix selecting Debug Log window entries with the left-mouse button
- Fix errors in Editor when editing particle emitter if effect that uses it is selected
- Fix missing Properties window focus after adding script to the actor
- Fix
ParticleEmitter.Spawn()
with default duration - Fix
[AssetReference(typeof(typeName)]
not working for arrays of assets (fix for collection types) - Fix PhysX crashes due to lazy actors adding by adding PhysX actors to the scene immediately
- Fix foreach loop in Visual Script to continue flow on null array or dictionary
- Fix default value in
Dot
andDistance
graph nodes - Fix editing
LinearCurve<Color>
in properties window (color picker window closed keyframe editing popup) - Fix using null array of dictionary in Visual Script for init
- Fix invoking anim events for multi-blend animations
- Fix mouse hovering controls under expanded dropdown list panel
- Fix
Spline::GetSplineLength
freeze - Fix Editor Analytics tracking option file SetupStyle
- Fix duplicated actors after reparenting actor in Prefab
- Fix Reroute node in Visual Script impulse flow
- Fix Editor play mode exit bug after closing maximized Game window
- Fix using preprocessor define values in Flax.Build bindings parsing
- Fix processing
else
andelif
preprocessor blocks inFlax.Build
bindings parser - Fix parsing comments for Scripting API types that are templates
- Fix snapping object to the group in Editor to skip trigger volumes
- Fix error when double-clicking empty RichTextBox
- Fix minor issue with Visual Script set parameter node calling flow during debugger value evaluation
- Fix uploading volume texture data to GPU in D3D12
- Fix shader source code encoding error on a compilation error
- Fix font rendering and alignment with custom DPI scales
- Fix
Dictionary::Remove
return value if empty - Fix error in Forward Shader Feature when rendering directional light shadow map
- Fix ParticleEffectEditor issues after emitter editing if selected
- Fix
UsedSRsMask
/UsedUAsMask
when binding arrays to the shader - Fix normal map when importing materials for model files
- Fix sorting items in various contextual list popups in Editor
- Fix
InstanceOrigin
,PerInstanceRandom
andLODDitherFactor
to not use interpolation between shader stages - Fix
Multiply
(and similar) nodes result value in Visject if the first input is disconnected - Fix highlighting the first error/warning from the Output Log message text
- Fix opening particle emitter editor window if shader compilation fails
- Fix invalid Rigidbody bounds if it has no shapes attached
- Fix crash if D3D device gets
DXGI_ERROR_DEVICE_REMOVED
during init - Fix crash with Vulkan when using Blur Panel in Screen Space canvas
- Fix crash on macOS due to Vulkan timestamp queries error
- Fix crash due to GPU Particles define not used in some headers
- Fix crash when setting up recursive Material Instances inheritance
- Fix crash when changing actor scene
- Fix crash on opening skeleton mask window
- Fix crash in scripting init if current localization is null
- Fix crash on API event in C# after Editor hot-reload
- Fix crash on Linux with empty log message
- Fix crash when spawning prefab without scenes loaded
- Fix crash when loading empty json for Variant structure data