Josh Posted January 24 Author Share Posted January 24 Version 0.9.3 is now live on the default branch. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 28 Author Share Posted January 28 First build of 0.9.4 on dev branch. Added View > Show Navmeshes menu item Added material pick mode in asset editor. (Engine does not load this property yet.) 3 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 30 Author Share Posted January 30 0.9.4 Editor updated, fixing several bugs. See solved bugs in bug reports forum. glTF files now preserve relative paths when saving. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 30 Author Share Posted January 30 0.9.4 Added toolbar buttons to toggle scene / flowgraph view, flowgraph editor is now embedded in main window. Although there are a few UX issues like menus not being disabled when flowgraph is active, I am most concerned with the usability of this design. Please try it out and tell me your experience. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 1 Author Share Posted February 1 0.9.4 First build with support for prefabs in the editor. Right-click on a node in the scene browser and select the "Save as Prefab" menu to save any entity as a prefab. Prefabs can be opened in the asset editor, like a model. Prefabs can be saved from the asset editor. No thumbnail renders will appear for prefabs yet. 4 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 7 Author Share Posted February 7 Joints now store a weak pointer to entities Added Joint::GetParent and Joint::GetChild Added Entity::RemoveComponent<T>() Added Entity::ClearComponents() Added shift + drag to copy, in translate tool only Numerous bug fixes 2 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 10 Author Share Posted February 10 Prefabs can now be dragged into the scene and saved. They will be loaded as a prefab, but child entities will probably not work correctly yet. Some bug fixes. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 14 Author Share Posted February 14 General update with recent fixes. Added some additional debugging information in rendering thread. Temporarily removed "Save as Prefab" popup menu in order to focus on graphics and bug fixing. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 15 Author Share Posted February 15 Another update, just fixes a small memleak issue reported by @klepto2 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 15 Author Share Posted February 15 Updated the editor. Editing should be a bit snappier now, especially terrain. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 6 Author Share Posted March 6 0.9.4 is moved onto the default branch. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 7 Author Share Posted March 7 0.9.5 is now available on the beta branch. This provides 250% increase in the performance benchmarks. Engine now runs on a wider range of hardware. Brush face tool is fixed. Added camera MSAA. Multi-camera rendering not supported yet. Lots of new post-processing effects included. Projects must be updated to get new shaders. I recommend making a copy of any important projects you are working on. Terrain creation may crash on AMD cards. The issue will be reported to AMD. Rendering won't work on Intel integrated graphics, but almost every chip will initialize, and at least we are making progress. Thumbnails in the editor currently will not be generated. I recommend making a copy of your project. 0.9.4 is available on the default branch if you want to hold back and let us work out the details. 3 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 8 Author Share Posted March 8 0.9.5 Fixed some bugs. CreateTextureBuffer now uses 0 for default samples argument. Added command AnisotropicFilter(anisotropy). Only works on texture initialization, once textures are initialized they are static. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 11 Author Share Posted March 11 0.9.5 Some bug fixes. Terrain shader small fix. Added some more debugging info to Assert statements. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 11 Author Share Posted March 11 0.9.5 Bug fixes, see forum for exact details. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 11 Author Share Posted March 11 0.9.5 May fix some initialization errors. Windows are hidden and a message is printed if DestroyWindow fails for any reason. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 12 Author Share Posted March 12 0.9.5 Some window and graphics initialization fixes. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 13 Author Share Posted March 13 0.9.5 Prefabs are back in, fixed reported bug in these. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 14 Author Share Posted March 14 0.9.5 Update improves performance in debug build. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 14 Author Share Posted March 14 0.9.5 Editor updated with some fixes. 2 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 16 Author Share Posted March 16 0.9.5 Lots of fixes! 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 20 Author Share Posted March 20 0.9.5 World properties have been moved into a new dialog, available with the Edit > World Settings menu. Editor now supports a single directional light, in the world settings dialog. No changes were made to the way directional lights work in the engine / API. They are still just a normal entity. Fog settings are available in world settings. Post-processing effects are available in world settings. Some of my post-processing shaders are not very good and need work. Some environment settings like the cubemaps used need to be set again, as they will not be loaded from existing maps. All these types of properties have been moved into an "Environment" block in the JSON structure. Fog and post-effects will be applied to all cameras that are created inside a call to LoadMap, whether the camera is loaded from the map or created in code with a component. 3 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 21 Author Share Posted March 21 0.9.5 Got rid of a nasty bug in terrain sculpting that could cause a crash after a few moments of continuous use. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 21 Author Share Posted March 21 0.9.5 Fixed remaining issues with SPIR-V that were causing problems on AMD card with terrain. Only editor is updated, rest will come tomorrow. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted March 21 Author Share Posted March 21 0.9.5 Post-processing effects now use a regular 2D texture for PREVPASS and auxillary buffers, but use a 2DMS texture for the original color, normal, and depth buffers. Post-processing shaders must be updated in your project. Temporarily removed SSAO post-effect. Added antialias option in editor viewport settings. Fixes for AMD compatibility with SPIR-V. 1 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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